RimWorld
A very interesting map seed, boreal forest.
So I like unique start spots, stuff of interest and I have perhaps gotten a new favorite start location.

So just using the random seed selection, on a 100% planet size with a large map, I saw the following start spot with rainfall and population turned up one tick

Map seed: chess

https://steamcommunity.com/sharedfiles/filedetails/?id=2071610339

Very cool. Mountainous highway with river dead end? Just from map view seems like an ideal roleplay start location!

Then I get in. I start in this cozy nook right by a geothermal vent, riverside rich soil, animals for hunt and then when I took down a building, found that other cozy nook even more north! Very fun start spot.

https://steamcommunity.com/sharedfiles/filedetails/?id=2071610280

https://steamcommunity.com/sharedfiles/filedetails/?id=2071610437
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Double walling your living space will keep it warm even in winter.
I have a different plan for the walls. There are more advanced means of thermal buffering in the plan. Though I don't want it too warm, I actually am venting most of my heat through the roof because I like to use geothermal as non sunlamp grow areas. Especially useful for getting wood.

It is a small tree farm, but it helps. When I get electricity, I make larger ones. Even possible to self sustain if using chemfuel generators. Really good for maps with no real growing season.

https://steamcommunity.com/sharedfiles/filedetails/?id=2071904440
Messaggio originale di twistedmelon:
I have a different plan for the walls. There are more advanced means of thermal buffering in the plan. Though I don't want it too warm, I actually am venting most of my heat through the roof because I like to use geothermal as non sunlamp grow areas. Especially useful for getting wood.

It is a small tree farm, but it helps. When I get electricity, I make larger ones. Even possible to self sustain if using chemfuel generators. Really good for maps with no real growing season.

https://steamcommunity.com/sharedfiles/filedetails/?id=2071904440
Ooh, that's actually pretty neat. Not sure why I haven't thought of that.
A litttle off topic, but it works very well. So for example, a pine tree takes like 35 days for 30 wood, puts it at approx 1 wood per day lets optimistic. So Two days per chemfuel. A chemfuel generator is 4.5 fuel per day. Therefore 10 trees. will self sustain a chemfuel generator which can power up to four heaters plus the refinery. If set up well, you can harvest much more than that for the power produced.

On this map, that isn't necessary because there is enough of a growing season and area that trees stay plentiful. However on a tundra, it is a potent self contained and quite compact grow operation. While solar and windmills also effectively do it, they do take more space and are not quite as self contained as well as on tundra, solar is less reliable, and then dealing with batteries too.
Bozobub (Bandito) 23 apr 2020, ore 20:56 
That's a great use for geothermal. I'm not sure I don't like it more than actual generators, considering the wood output. Very clever!
Well, if I had wood generators unlocked, could do both as could make the room a little larger and grow the trees along the walls. I used to do it before trees got changed for the purposes of growing crops inside. During an early start, I will usually have a couple rows of potatoes to assist in food production, especially tribal start.

That was what this one was. It was a naked brutality play was going for, but one where you start tribal tech. You start right beside that geothermal too, no walking required!
Ultima modifica da Markus Reese; 23 apr 2020, ore 21:02
Messaggio originale di twistedmelon:
A litttle off topic, but it works very well. So for example, a pine tree takes like 35 days for 30 wood, puts it at approx 1 wood per day lets optimistic. So Two days per chemfuel. A chemfuel generator is 4.5 fuel per day. Therefore 10 trees. will self sustain a chemfuel generator which can power up to four heaters plus the refinery. If set up well, you can harvest much more than that for the power produced.

On this map, that isn't necessary because there is enough of a growing season and area that trees stay plentiful. However on a tundra, it is a potent self contained and quite compact grow operation. While solar and windmills also effectively do it, they do take more space and are not quite as self contained as well as on tundra, solar is less reliable, and then dealing with batteries too.
There's been some playthroughs where I've used hydroponics, and turned rice I grew into chemfuel to generate electricity. You can get more energy out than what you put in, plus food for colonists.
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Data di pubblicazione: 23 apr 2020, ore 11:36
Messaggi: 8