![]() ![]() The first one you should plant should be rice. There are plenty of food-crops you can and should grow. Rice requires a lot of labor, maybe recuit some 'laborers' as fast as you can. It can grow in soil as low fertility as 50%.In regular soil, it can grow in just over 12 days.A fully grown haygrass plant yields 18 units. ![]() Make extremely cheap kibble with haygrass.Store up food for the winter for your farm animals. ![]() It’s also great for making kibble, a very efficient food source for your animals. You probably won’t need to farm for haygrass unless you have a sizable farm going. Pretty simple, keeping animals in Rimworld can be very useful, and feeding them is important. This blighted field is outside the colony's defenses, to save space for higher priority crops. While others might be best for weaving tough armor and selling to traders to earn some silver. Some crops are perfect for keeping your colony safe and fed. It’s often a key to surviving for extended periods. Icy survival is already doable for a while imo, had a colony a few ago where i lived on literally what meals could be crafted in a single day for the next, i know i could have made it livable with a concerted effort and a few more tries but i think with the one i picked it had no trees as well naturally.On your way to self-sufficient pawns, you’ll have to figure out farming in some way or another. My advice if you can't get even one room heated decently is to first work on a community sleeping area or at the least mine out a spot to place an outdoor heater (i forget if it's worthwhile, i want to say yes, but test for yourself) and some sleeping spots under the cover of the rock ceiling left behind. What's wrong with sleeping spaces? i mean, you want an integrated heater/life support basically right? If they could somehow remain as a type of "bed" for the colonists to sleep in, warm and safe, for a few days, then I think icy survival would be possible! The power would fail in the pods after a day or two, giving the player just enough time to make a start in such a harsh landscape. I'd like to see a small change to the drop pods at the start of the game. Quote from: MajorFordson on September 11, 2015, 12:05:06 AM Lastly i found out that solor generators can work with sun hitting only on 1 square, max efficiency with a single spot that has sun, depending on the rotation of the solar panel just 1 sunny spot is enough, the corners make no difference at all, the 4 block square inside the solar panel is the only requirement, find the right spot and you can just have 1 no roof zone on the solar panels and you can place them in dark corners of mountains without fear. Also it would be nice to have a biome that has hostile plants, meteorites or a volcano but i think those might not fit in the world or world generation so i'll just pretend unexplored mountains have them concealed somewhere about survival, you can just disallow your starting survival meal and let your colonists starve for a few days and make them eat together when they have around %17-%21 malnutrition, packaged survival meal has %89 nutrition so some of it is wasted when your colonists eat it when they're only hungry. I would love to try out even colder worlds on my randy random extreme. Those are averages in winter so it'll easily go over -100C in one cold night. Seed:juqq Size:400 x 300 - top left corner has 2 tiles with -95.9C and a LOT of other tiles around -95C. First of all i would love to know the limit for cold and elevation, in one map there was a cluster of 7600 elevation ice sheet that wasn't even close to north so it was pretty warm but if i got that on the topmost part of the world it could've been the coldest map that i've ever created, but instead i found another great cold world so i'm still pretty happy but i really wonder what the coldest seed ever created is so i can "challange accepted" to myself. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |