Rimworld Toxic Fallout Plants
. ACommanderIsYou:. Pirates/Outlanders - Balanced/Generalist. Attack in moderate numbers and use mainly modern firearms, though some may use cruder firearms or melee weapons. Tribals - Spammer. Tribals only use primitive weaponry like bows, spears and clubs, and body armour is rarely used.
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However their sheer numbers still make them a considerable threat. Mechanoids - Elitist.
Mechanoids rarely attack in groupings of more than three but they feature thick metal armour and advanced weapons like charge lances and miniguns. Mechanoids come in three classes with distinct strengths and weaknesses. BrutalHonesty: Characters with the 'Abrasive' trait always speak their mind and don't care what others think. Other characters get a mood penalty from socializing with them. CabinFever: Played straight usually when your colonists spends days isolated indoors, they will get increasing uncomfortable inside. CareerEndingInjury: Characters can survive a headshot, but if they take damage to the brain, that usually spells the end of their time as a useful member of the colony, as brain damage both severely affects their ability to do anything and is impossible to heal without Luciferium.
They can also suffer injuries to the spine or legs, which immobilize them almost permanently, at least until you either acquire them a bionic replacement or feed them a steady supply of Luciferium (which slowly regenerates damaged body parts, albeit at the price of permanently addicting them). BrutalHonesty: Characters with the 'Abrasive' Abrasive trait always speak their mind and don't care what others think. Other characters get a mood penalty from socializing with them. CabinFever: Played straight usually straight. Usually when your colonists spends days isolated indoors, they will get increasing uncomfortable inside.it.
CareerEndingInjury: Characters can survive a headshot, but if headshot. If they take damage to the brain, that usually spells the end of their time as a useful member of the colony, as brain colony. Brain damage both severely affects their ability to do anything and is impossible to heal without Luciferium. They can may also suffer injuries to the spine or legs, which immobilize them almost permanently, at least until you either acquire them a bionic replacement or feed them a steady supply of Luciferium (which Luciferium, which slowly regenerates damaged body parts, albeit at the price of permanently addicting them). NotTheIntendedUse: Rimworld suffers from a particularly sad case of this.
The game is not designed to be a long-term colony management sim. The player is supposed to make a stable colony, build a ship and end the game after a period of time.
If the player has grown too attached to their colony to leave and keeps on playing indefinitely, eventually so many things will need to be processed that the game's performance will slow to a crawl. Mods exist to remedy the issue, but they can merely delay the inevitable as the core problem lies in the game's lack of multithread support. NotTheIntendedUse: Rimworld suffers from a particularly sad case of this. The game is not designed to be a long-term colony management sim.
The player is supposed to make a stable colony, build a ship and end the game after a period of time. If the player has grown too attached to their colony to leave and keeps on playing indefinitely, eventually so many things will need to be processed that the game's performance will slow to a crawl. Mods exist to remedy the issue, but they can merely delay the inevitable problem will still return after a while as the core problem lies in the game's lack of multithread support. NotTheIntendedUse: Rimworld suffers from a particularly sad case of this. The game is not designed to be a long-term colony management sim. The player is supposed to make a stable colony, build a ship and end the game after a period of time.
If the player has grown too attached to their colony to leave and keeps on playing indefinitely, eventually so many things will need to be processed that the game's performance will slow to a crawl. Mods exist to remedy the issue, but they can merely delay the inevitable as the core problem lies in the game's lack of multithread support.
In vanilla the way you dye clothes is to make all of your clothing out of the same type of textile. I.think. the only way you could do colored uniforms would be to make different outfit types for each type of worker (so one person gets the plainleather t-shirt, the other gets the cloth button down shirt). Its not necessarily that outlandish considering soldiers want different clothing than workers, but yeah, for what you're doing mods could help. Leather and devilstrand being single-color makes sense but cloth from cotton makes random colored clothes IIRC so they're clearly dyeing it anyway.Unrelated: I've been using advanced helmets with marine armor as my go-to soldier uniform. Am I missing something by not going with marine helmets? My soldiers only equip their marine armor for battle or travel so if I use marine helmets I'm gonna need to make both types.
Things haven't been going well, I misjudged how much food I had, and am running very low. Had to kill off the ankle-biters because they're probably responsible for eating the entire stock of prepared meals. Grenade-mom and another colonist got into a fight; she bit off one of his toes, and has a permanent bite scar on her arm from him in return. Then she went temporarily necrophiliac, dug up the very first corpse we buried and dropped it on the dining room table.Feeding the animals has also been hard. I discovered that a large field of dandelions is fairly quick to plant, quick to grow, and can hopefully provide ample nutrition for 30+ grazers. That it requires constant replanting should also raise some Plant skills for the growers. Haygrass actually gives 21 pieces of 0.05 nutrition, not a single 1.05 feeding.
It's the dandelion that gives a flat 0.18 nutrition per plant.You need to wait for dandelions to grow, same as with haygrass. They cannot be eaten until they are mature.Dandelions are a lousy animal food. They cannot be harvested or stockpiled, while hay can be gathered for later use. Double farm size means double the amount of sunlamps and power generators, all of which is vulnerable to random events. With dandelions, any time you cannot grow plants will wreck your animals.
Instead of a double farm size for dandelions, you could have a double haygrass farm and stockpile all that hay instead. Where are you getting this information from? Steam boards are saying dandelions are better for grazing than haygrass; I started planting dandelions before checking that though. The wiki for haygrass may be outdated so I can't rely on that info, but the wiki and ingame information put dandelion's growth time at 2.5 days, not 4.5, and I have witnessed this myself. Also, haygrass only provides its 1.05 nutrition only if grown to harvest(and if the grower doesn't botch the harvest), it only gives 0.2 nutrition if grazed on.
I need them grazing now, I can't afford to wait for the haygrass to grow and harvest. The speed at which it can be planted and grown offsets the significant land use, and I have plenty of open land to use.Also, why would I use sunlamps on an outdoor farm? Those are only useful for an indoor greenhouse - speaking of which I have one producing rice for chemfuel which is currently providing half my power needs(thermodynamics be DAMNED).
Rimworld Dementia
Sunlamps no longer provide 24hr light for growing; they shut off at night when the plants sleep. Agreed; Randy Random is def the easiest storyteller. He doesn't scale at all and if he decides to help he can give you almost infinite colonists while the other two vanilla ones don't want you going over 18 ever. The main thing that makes Randy hard is that he can have negative events literally overlap, and he can also send events at you way earlier than the other storytellers would. So early mechanoids basically.
He's got that xcom difficulty curve.I've had fun with Phoebe on rough. I appreciate that I don't spend most of my time recovering from shit, and when there are raids they've been difficult. I wouldn't say she's particularly punishing tho. I think the other storytellers can be a bit spammy forcing the player to react to problems. To be fair, sun lamps don't give 24-hour benefit anymore due to the aforementioned plant resting cycle. Sun lamps are wonderful in areas with marginal or extreme temperatures, regions with low amounts of sunlight, or if you expect large amounts of toxic fallout or the like.
In temperate regions, though, outdoor farms are far from inadequate, and sun lamps are not really necessary for 'proper farming.' As for dandelions versus haygrass, I agree that dandelions are better for grazing. Haygrass is a long-term solution, and one that favors harvesting over grazing. That said, in the long run it is better to transition to haygrass over dandelions, and unless you need animal food urgently, I'd tend to favor haygrass. I've never considered the caravan trick before, though; that's an interesting one. I barely use caravans so I'm not sure how much I'll ever get to use it, but it's an interesting one. Nobody said they do, and I don't understand why everyone is mentioning this.Sun lamps provide a consistent growing environment, and actually grow plants faster than sun.
Carcinoma Rimworld
With a sun lamp, the plants grow at 100% between 6:00 and 19:00. Outside plants grow below 100% between 6:00 and 9:00, as well as between 16:00 and 18:00, and stop growing entirely between 18:00 and 19:00.Unless you are playing at a low difficulty, planting dandelions for grazing is a quite poor strategy, which contributes to all sorts of problems.