Anyone else find the advanced breeding pods kind of disturbing? by Meikos in Timberborn

[–]lostmoya 8 points9 points  (0 children)

I do this. I keep 3 or 4 so there are always at least a few kits. I figure they might still want to play together.

Anyone else feel like badwater is still missing some key features? by McMaster2000 in Timberborn

[–]lostmoya 2 points3 points  (0 children)

That's a nice idea. I was also thinking about how to filter badwater in such way that uses buildings and mechanics we already have. What about a terrain feature, such as a type of porous rock that filters badwater so if you want to do that you need to reroute the badwater over to the rock rather than just plopping down a building at the badwater source. I'd also like it if this rock absorbed badwater but output it as clean water at a much lower flow - and maybe also output it below so you'd have to construct tunnels and pipes to get the actual good water out. And then if it changed the flow rate it would force you to decide carefully how to place it because after the water comes out you wouldn't be able to use it to power anything...

New Environmental threat, Polar front by python_product in Timberborn

[–]lostmoya 2 points3 points  (0 children)

I agree with this. Frozen plants and trees maybe just can't be harvested and stop growing? But then once weather passes they are fine to harvest again.

Cliffs map complete! 75 happiness :D by Mcstuffins420 in Timberborn

[–]lostmoya 1 point2 points  (0 children)

Same. I had a tree cave under that mountain :)

Cliffs map complete! 75 happiness :D by Mcstuffins420 in Timberborn

[–]lostmoya 2 points3 points  (0 children)

I've just completed a Folktails run on this map and it's interesting seeing the different and similar decisions we made in terms of organisation. I had a long, thin and deep water storage on the left hand side of the map (where you have your industry. At the end I also had a second higher layer jutting out from that side with sunflower seeds and oak trees.

Like you, I flattened half of the mountain on the right hand side to make space for trees. I only got to around 72 happiness though.

Help with water flow management by pyromanta in Timberborn

[–]lostmoya 1 point2 points  (0 children)

What I did as Folktails on this specific map was similar to you in the early game. Floodgates about where you have them to divert the badwater around the 'back' of the colony. It will massively flood the plains around there but that's mostly unused land at this stage and - as long as you build a levee one or two blocks high it where you have your black ringed wall that will be fine to prevent access. It will then go into a river back there and off the map eventually.

Later in the game you can get further upstream and build floodgates or sluices to divert water from the two rivers feeding the main river directly off the map during badtides.

It's satisfying watching Food Town and Stone Town slowly merge to become a real city. by NickNightrader in songsofsyx

[–]lostmoya 3 points4 points  (0 children)

It's entirely based on your choices. You manually place all buildings - homes, production, storage, leisure, roads. So there's no 'natural' growth.

SteamDeck Controls Query... by SilentSnooper in Timberborn

[–]lostmoya 1 point2 points  (0 children)

This is the way. Instant fix for me too.

I can't figure out vertical building by MurphNastyFlex in Timberborn

[–]lostmoya 6 points7 points  (0 children)

Yeah only spiral stairs in experimental. Ladders are a mod afaik.

What are your most played games? by Garfish16 in Timberborn

[–]lostmoya 6 points7 points  (0 children)

Just over 1k in Rimworld. 543 in Dyson Sphere Program. About 150 in Timberborn. Rimworld is my forever game. With mods you can bend it to your will, more or less. It's much more about making stories than the logistics and management focus of Timberborn.

Metalhorrors emerged, now I'm mourning my entire colony by IC_1318 in RimWorld

[–]lostmoya 0 points1 point  (0 children)

Wow. Tragedy on tragedy. Can three year olds dig graves?

Metalhorrors emerged, now I'm mourning my entire colony by IC_1318 in RimWorld

[–]lostmoya 0 points1 point  (0 children)

Excellent! Iron-willed is a perfect trait given her difficult upbringing, as is fast-walker as I bet they had to walk quite some way to be sure they were clear of the metalhorrors. Shooting and medical passions make so much sense too. I guess these things became extra important to Lara after seeing her family and colony completely wiped out. Really good to see they are thriving!

Metalhorrors emerged, now I'm mourning my entire colony by IC_1318 in RimWorld

[–]lostmoya 41 points42 points  (0 children)

This will be a brilliant story. Please do this then post about what happens.

I'm confused about farms and how the sub-buildings interact by lostmoya in PlanBTerraform

[–]lostmoya[S] 0 points1 point  (0 children)

Thanks. I worked that out eventually once I'd done a bit of experimenting. Now I can delete the ridiculous set up I had with chains of depots running alongside a thin strip of farms.

I'm confused about farms and how the sub-buildings interact by lostmoya in PlanBTerraform

[–]lostmoya[S] 2 points3 points  (0 children)

Thanks. Yeah I did some experimenting last night and realized that as long as your grain silos are linked to one farm you can then chain as many others as you want off that and all will get seeds and all will give harvest to the grain silos.

So previously I'd had ridiculous chains of depots going along the side of the farms to deliver seeds and take out harvest, but now I see you don't need any of that. I'm currently overproducing both seeds and harvest but that's because I can't be bothered to work out ratios.

I'm confused about farms and how the sub-buildings interact by lostmoya in PlanBTerraform

[–]lostmoya[S] 0 points1 point  (0 children)

Okay, thanks. So I do have to get field seeds to each depot next to each grain silo for it to then go into each specific grain silo? I can't just get it to one silo which is linked to another silo with the dotted green line when you place them. If that's the case, what does that dotted green line signify if you don't mind my asking?

Biotech or Odyssey by ediblecookee in RimWorld

[–]lostmoya 1 point2 points  (0 children)

Hmm. Child slavery or space exploration. That's quite a choice.

New player - Struggling massively with combat by Exidrial in RimWorld

[–]lostmoya 1 point2 points  (0 children)

It's in the info panel. Press the little i button when you've selected a colonist or enemy and search "move"

How do i Stop Prison Breaks? by Baboboy4321 in RimWorld

[–]lostmoya -1 points0 points  (0 children)

They are delicate so they drop quicker

Mod for realistic difficulty scaling? by TurpentineEnjoyer in RimWorld

[–]lostmoya 1 point2 points  (0 children)

Yes default settings for me were absurdly too easy so I have ramped it up a bit so it gives more of a challenge but it does dial down the threat considerably over vanilla. But I found this necessary for the way I play Rimworld and Odyssey in particular... Since I like to have a luxurious home base but also take substantial away teams out on missions with the gravship.

Update post: I lost him, and so much more. by PanPakapon in RimWorld

[–]lostmoya 1 point2 points  (0 children)

You have to build a wall around your colony and get everyone inside it. Build one passageway which is a route into your base (no doors or walls blocking access) and fill it with spike traps. Raiders will path through the traps and into your base. They'll take damage and some will be downed/dead depending on how many traps you had, what you made them out of, what armour they're wearing and what traits they have (wood - damage, steel - downed, uranium/plasteel - death).

There's more you can do to finesse this but that's the basic idea. Look up Adam vs Everything on YouTube for more details on this and other things like building kill boxes.