RimWorld: Difference between revisions

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* For purposes of thermal conductivity, all varieties of stone seem to be equal. The important thing is how thick a wall is. A freezer built in a hot area with walls one-square thick is a bad idea. Double them up to save on power costs.
* For purposes of thermal conductivity, all varieties of stone seem to be equal. The important thing is how thick a wall is. A freezer built in a hot area with walls one-square thick is a bad idea. Double them up to save on power costs.


* Building your base in a mountain and don't have a solution for your cooler/freezer? Build a corridor that will bleed the heat out to the open. Don't think of it as an impassable are - olonists can pass through it to get from one place to another just fine so long as it's not ridiculously hot. Crossing over one or two squares of 120F heat isn't going to hurt anyone, so don't think of them as "ducts," but rather "really warm hallways."
* Building your base in a mountain and don't have a solution for your cooler/freezer? Build a corridor that will bleed the heat out to the open. Don't think of it as an impassable are TEMPORARY-DASH-CHARACTER olonists can pass through it to get from one place to another just fine so long as it's not ridiculously hot. Crossing over one or two squares of 120F heat isn't going to hurt anyone, so don't think of them as "ducts," but rather "really warm hallways."


* Raid difficulty is heavily based on how lavish your settlement is. Find some gold in them there hills during the early game? Leave it there. It's safer if it needs to be mined in order to be stolen anyway. If you put it in a stockpile or build gold tiled floors out of it or something, you'll raise the overall value of your settlement. How numerous and how capable raiders are is partly a factor of that value. Unless you've got colonists on the brink of a major breakdown, stick with a spartan lifestyle for the early- and maybe even mid-game.
* Raid difficulty is heavily based on how lavish your settlement is. Find some gold in them there hills during the early game? Leave it there. It's safer if it needs to be mined in order to be stolen anyway. If you put it in a stockpile or build gold tiled floors out of it or something, you'll raise the overall value of your settlement. How numerous and how capable raiders are is partly a factor of that value. Unless you've got colonists on the brink of a major breakdown, stick with a spartan lifestyle for the early- and maybe even mid-game.


* Turrets explode mad style when they have sustained too much damage. This isn't necessarily a bad thin - he AI tends to go after them first, so a lone turret far out in front of your defenses may draw raiders in close for the fireworks. If eight raiders surround that turret and beat it to death, you're looking at eight dying or dead raiders after it goes off.
* Turrets explode mad style when they have sustained too much damage. This isn't necessarily a bad thin TEMPORARY-DASH-CHARACTER he AI tends to go after them first, so a lone turret far out in front of your defenses may draw raiders in close for the fireworks. If eight raiders surround that turret and beat it to death, you're looking at eight dying or dead raiders after it goes off.


* If a faction is just pissed-off enough to be hostile toward you, capture some of their attackers, heal them, then set them free. Each one that gets off the map successfully gives you +15 with that faction. After a couple of jerks take off walking, the faction may be so grateful to have their people back that they stop attacking you.
* If a faction is just pissed-off enough to be hostile toward you, capture some of their attackers, heal them, then set them free. Each one that gets off the map successfully gives you +15 with that faction. After a couple of jerks take off walking, the faction may be so grateful to have their people back that they stop attacking you.