RimWorld

RimWorld

K Dec 6, 2024 @ 10:14pm
Auto turn off/on machines?
Is there any mod that does that? Like, if they're going to research, they turn on the hi tech research bench and when they're finished they shut it off?
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Showing 1-13 of 13 comments
MadArtillery Dec 6, 2024 @ 10:24pm 
Sounds like you are missing the true solution, just build geothermal. Unless mods are really boosing your power use I generally find it hard to run out of geothermal power.
K Dec 7, 2024 @ 7:43am 
Originally posted by Narrowmind:
Yes, of course.

Here you go.

https://steamcommunity.com/sharedfiles/filedetails/?id=2007163386
Thank you!
K Dec 7, 2024 @ 7:43am 
Originally posted by MadArtillery:
Sounds like you are missing the true solution, just build geothermal. Unless mods are really boosing your power use I generally find it hard to run out of geothermal power.
I plan using rimefeller! My old laptop couldn't handle rimefeller & more mods, but with this bad boy i can eaasily run +50 mods without fps/loading issues!
Triple G Dec 7, 2024 @ 12:34pm 
The problem You might run into is that You never know how much energy You really need. I for myself find it "best" to use geothermals and chemfuel generators, as they always have a stable output. Maybe some batteries if i want to use turrets, or for emergency if a geothermal is broken. But this way You always see how much energy consumption and generation You have.

If i go wind or solar power - i´d like to build 30 - 40+ batteries, to have everything covered, as one would need to be able to live like two days without power, so i aim for a 10 - 20k surplus energy at daylight, to get them recharged fast.

Also what drains the most is by far the sunlamps / hydroponics. And then the long range scanner / ground scanner - and the smelter.

On the last map i used all 4 geothermals, 4 wind mills, and 22 solar generators and 50 batteries to cover everything, while i didn´t build advanced turrets (only like 10 small ones), or the transhumanist stuff - but also had a good surplus, as the initial plan was to go ham with turrets, but the base ended up being close to the northern end of it rather than in the center - to have all geothermals within the base. When there was some longer darkness at he end of the game, i built 10 chemfuel generators, and turned off everything which i don´t need (I already finished research, the third fabrication bench, one machining bench, the smithy, the anomaly things, the smelter, the three sunlamps, most of the gene stuff and the mech stuff) to have 1k surplus power.

A geothermal generator produces 4k energy - but a sunlamp drains 2.9k. Also having three fabrication benches (while i usually aim for 4, to have one for prosthetics, one for armor and two for advanced components at all times) drains quite a bit. But i would only build one research bench.
K Dec 7, 2024 @ 12:50pm 
Originally posted by Triple G:
The problem You might run into is that You never know how much energy You really need. I for myself find it "best" to use geothermals and chemfuel generators, as they always have a stable output. Maybe some batteries if i want to use turrets, or for emergency if a geothermal is broken. But this way You always see how much energy consumption and generation You have.

If i go wind or solar power - i´d like to build 30 - 40+ batteries, to have everything covered, as one would need to be able to live like two days without power, so i aim for a 10 - 20k surplus energy at daylight, to get them recharged fast.

Also what drains the most is by far the sunlamps / hydroponics. And then the long range scanner / ground scanner - and the smelter.

On the last map i used all 4 geothermals, 4 wind mills, and 22 solar generators and 50 batteries to cover everything, while i didn´t build advanced turrets (only like 10 small ones), or the transhumanist stuff - but also had a good surplus, as the initial plan was to go ham with turrets, but the base ended up being close to the northern end of it rather than in the center - to have all geothermals within the base. When there was some longer darkness at he end of the game, i built 10 chemfuel generators, and turned off everything which i don´t need (I already finished research, the third fabrication bench, one machining bench, the smithy, the anomaly things, the smelter, the three sunlamps, most of the gene stuff and the mech stuff) to have 1k surplus power.

A geothermal generator produces 4k energy - but a sunlamp drains 2.9k. Also having three fabrication benches (while i usually aim for 4, to have one for prosthetics, one for armor and two for advanced components at all times) drains quite a bit. But i would only build one research bench.
That explains why my desert base died, i started using hydroponics + sun lamp indoors with only 2 air power generator lol

I only harvested once and then all went to hell

That's when i decided to move to a boreal forest on a caravan and leave behind my old settlement
MadArtillery Dec 7, 2024 @ 3:30pm 
4 fab benches? Holy, I've never had more than 2. Sunlamp are the crazy expensive thing, I don't use them often, always annoying. I do play a lot of no farming colonies though, find it a fun challenge so that is probably a good part lf my avoidance.
Last edited by MadArtillery; Dec 7, 2024 @ 3:32pm
Narrowmind Dec 7, 2024 @ 6:52pm 
4 fits in my endgame build. Almost can't have too many fab benches.

Edit provided you have some people skilled enough to REALLY use them.
Last edited by Narrowmind; Dec 7, 2024 @ 6:53pm
K Dec 8, 2024 @ 7:43am 
Originally posted by Narrowmind:
4 fits in my endgame build. Almost can't have too many fab benches.

Edit provided you have some people skilled enough to REALLY use them.
The thing i'm having issues with, is scanner
Narrowmind Dec 8, 2024 @ 8:12am 
I'm sorry, what scanner?
Triple G Dec 8, 2024 @ 8:27am 
Originally posted by MadArtillery:
4 fab benches? Holy, I've never had more than 2. Sunlamp are the crazy expensive thing, I don't use them often, always annoying. I do play a lot of no farming colonies though, find it a fun challenge so that is probably a good part lf my avoidance.
I usually have one for the power armor, and advanced components if they don´t build them, one for bionics, and advanced components when they don´t build them, and 2 spare ones only for advanced components. I give each bench to a different pawn. The two who do the prosthetic and armor are their main job, and the other two would be the tailor and someone else. I had bad experiences when i don´t assign them this way - like a bunch of unfinished advanced components, and each are blocked when someone crafts there.

Problem is that advanced components take rather long to craft, like 3 or max 4 per day (if they´re not production specialists, but they are used rather quick as any bionics, helmets, armors and weapons use them faster than they´re produced, and i try to have 50 in stock, so i could craft some things without worrying about them if the other guys are busy. I mean the crafters get all to lvl 20 this way too.


Originally posted by Mike:
That explains why my desert base died, i started using hydroponics + sun lamp indoors with only 2 air power generator lol

I only harvested once and then all went to hell

That's when i decided to move to a boreal forest on a caravan and leave behind my old settlement
Yes - my last base was also in boreal forest, with a 30/60 season. Like in any year i had a cold snap, which made it 20/60...

If You set up Your greenhouses - use (wall)torches for the light, as they also heat it. I had like 15 - 18 or so for the three ones, but with single wall. I combined the three areas into one, and only one was with hydroponics, and the two others did corn on rich soil.

Actually my new base is in the desert. :o) But i´m not to far in and did the tribal start, so i don´t even have electricity for now.

If You use sunlamps i´d say You need three solar generators for one, and 4 batteries to be on the safe side. It works with two and 2 batteries, but there might be a solar flare, and then You want to recharge fast, and have some spare battery power. For airpower You also need a bunch of batteries, as they sometimes provide much energy, and sometimes nothing, which is bad, when it´s also at night, or when the solar generators don´t work. And i´d always utilize the geothermals for stable power for all the lights and things which run anyways. But for sunlapms the solar generators are ideal, as they also only work at daytime.

Originally posted by Mike:
The thing i'm having issues with, is scanner
You only need one ground scanner, and for the long range scanner You basically only need it like three times per game, depending on how far You go. You set the latter to components, and that´s about it. If it found something You can tun it off till You run low on components again, as each lump gives like 150+ of them. Anything else works better with the ground scanner - except You want to build everything from plasteel or jade. Like the long range scanner may give You a lump with 450 gold, but the groundscanner provides 300 per tile found, so at least 600, or 1200, or more. It takes a while till the groundscanner has found a bunch of things though, and it´ll be mainly steel. That´s for example a thing which the geothermals is good for, as You leave the ground scanner on at all times. And at a certain point You don´t have anything to research any more, and You probably have more than one researcher anyways.
K Dec 8, 2024 @ 3:04pm 
Originally posted by Triple G:
Originally posted by MadArtillery:
4 fab benches? Holy, I've never had more than 2. Sunlamp are the crazy expensive thing, I don't use them often, always annoying. I do play a lot of no farming colonies though, find it a fun challenge so that is probably a good part lf my avoidance.
I usually have one for the power armor, and advanced components if they don´t build them, one for bionics, and advanced components when they don´t build them, and 2 spare ones only for advanced components. I give each bench to a different pawn. The two who do the prosthetic and armor are their main job, and the other two would be the tailor and someone else. I had bad experiences when i don´t assign them this way - like a bunch of unfinished advanced components, and each are blocked when someone crafts there.

Problem is that advanced components take rather long to craft, like 3 or max 4 per day (if they´re not production specialists, but they are used rather quick as any bionics, helmets, armors and weapons use them faster than they´re produced, and i try to have 50 in stock, so i could craft some things without worrying about them if the other guys are busy. I mean the crafters get all to lvl 20 this way too.


Originally posted by Mike:
That explains why my desert base died, i started using hydroponics + sun lamp indoors with only 2 air power generator lol

I only harvested once and then all went to hell

That's when i decided to move to a boreal forest on a caravan and leave behind my old settlement
Yes - my last base was also in boreal forest, with a 30/60 season. Like in any year i had a cold snap, which made it 20/60...

If You set up Your greenhouses - use (wall)torches for the light, as they also heat it. I had like 15 - 18 or so for the three ones, but with single wall. I combined the three areas into one, and only one was with hydroponics, and the two others did corn on rich soil.

Actually my new base is in the desert. :o) But i´m not to far in and did the tribal start, so i don´t even have electricity for now.

If You use sunlamps i´d say You need three solar generators for one, and 4 batteries to be on the safe side. It works with two and 2 batteries, but there might be a solar flare, and then You want to recharge fast, and have some spare battery power. For airpower You also need a bunch of batteries, as they sometimes provide much energy, and sometimes nothing, which is bad, when it´s also at night, or when the solar generators don´t work. And i´d always utilize the geothermals for stable power for all the lights and things which run anyways. But for sunlapms the solar generators are ideal, as they also only work at daytime.

Originally posted by Mike:
The thing i'm having issues with, is scanner
You only need one ground scanner, and for the long range scanner You basically only need it like three times per game, depending on how far You go. You set the latter to components, and that´s about it. If it found something You can tun it off till You run low on components again, as each lump gives like 150+ of them. Anything else works better with the ground scanner - except You want to build everything from plasteel or jade. Like the long range scanner may give You a lump with 450 gold, but the groundscanner provides 300 per tile found, so at least 600, or 1200, or more. It takes a while till the groundscanner has found a bunch of things though, and it´ll be mainly steel. That´s for example a thing which the geothermals is good for, as You leave the ground scanner on at all times. And at a certain point You don´t have anything to research any more, and You probably have more than one researcher anyways.


Man i just lost that colony :( I got raided by a industrial faction and they we're carrying shield protectors and etc, I got a man in black and then this MF got almost a sad wander, and after that i got 2 raids in 8 hours (one each 4 hours) and afterwards i got lucky and got a refugee quest and was able to form a caravan and leave reducing my wealth by like 80% into a boreal forest, but i'm thinking of moving into temperated forest again but idk
Triple G Dec 9, 2024 @ 4:42am 
Originally posted by Mike:
Man i just lost that colony :( I got raided by a industrial faction and they we're carrying shield protectors and etc, I got a man in black and then this MF got almost a sad wander, and after that i got 2 raids in 8 hours (one each 4 hours) and afterwards i got lucky and got a refugee quest and was able to form a caravan and leave reducing my wealth by like 80% into a boreal forest, but i'm thinking of moving into temperated forest again but idk
When You play Cassandra - she usually does two things in short succession every couple of days, which is why i don´t like her very much. Randy is random - it can be harder and easier at the same time, with 5 raids in 2 days, or one year in which nothing happens. I usually play Randy. This run i went with Phoebe though, just to give her a try, as i only played with her like one time. She only gives one major threat every couple of days - but the difficulty there is that the size of these might differ much to the one before, because more time passed.

The biome itself is rather about the map setup, and the approaches You take. Like choose the one of which You like the environment.

Boreal is usually rather cold, so You need a greenhouse - and it has much march land, so You probably need moisture pumps. That´s the main difference from temperate forest.

Temperate forest usually has some deep water puddle, which can´t be converted by moisture pumps, and even if it says year-round growing it can have cold snaps, which kills all Your plants, which is sad for the devilstrand, which takes almost a year to grow - or for the corn.

Then there´s Arid shrubland, which is probably the easiest biome - wood might look sparse, but You can grow cactus, which is the best wood source in the game (also works in the desert). Arid shrubland and Tundra can have a beaver event though, which eats all the trees. You wouldn´t have cold snaps, so You don´t need a greenhouse be it for some toxic fallout or "darkness" event alone, and You only need to worry about cooling - which is more energy intensive than only worrying about heating. In temperate forest You need both.

But in the end - once You´re set up with the food production - any biome somehow plays out the same. Boreal forest, (extreme) desert, and any swamp would demand to have moisture pumps to really be able to build like You want. And the temperate swamp, rainforest and tropical swamp may demand the use of penicillin to prevent certain diseases. First worry on any map is always food. Second the temperature, so having a freezer, clothing, and whatever, and then third it´s about defense.

The shield protectors only work for ranged attacks, so You either need firepower to disable them fast, emp grenades to insta disable them, or melee pawns. If You have melee pawns - You want to give them all these belts. But they can be bought down rather fast depending on the enemy weapons. Like an excellent one has around 140 power - and a charge lance does 30 damage. so 5 hits and it´s disabled.
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Date Posted: Dec 6, 2024 @ 10:14pm
Posts: 13