Rimworld: Anomaly - Void Gods, Golden Cubes and Wall Lights (1.5)

I just had a colonist burn to death on an ice sheet. Battery caused power conduit to short circuit, the fire spread fast, temperature caused heatstroke and he went down next to the fire. Since I only had a single colonist on this recent start, he burned to death.
 
I'm thinking out trying out a game as tribals... in a jungle swamp I doubt I'll last long but it should be insightful at least.

Tip 1: Get stonecutting.
Tip 2: Surround base by 3 tile wide firebreaks.
Tip 3: Molotovs

The biggest problem for swamps isn't malaria. It's the amount of fucking foliage. And you should totally burn it at least twice a quandrum because they grow FAST.
 
A tropical swamp hit by a firestorm is not fun. I let the fire go for a few minutes because I was dealing with the pileup of corpses from an alphabeaver infestation that went for revenge against me and my wooden fort.

Then suddenly massive firestorm approaching from the south east.

And just as the firestorm seems mostly under control, albeit with 2/3rds of it still rampaging inexorably towards my base, story-teller guy decides it's raid time. One problem after another.
 
First time I had to amputate due to an infection. You'd think the guy would be sad about losing his leg but nah he's fine. Thankfully he's my researcher and doesn't need to run around much.
 
A tropical swamp hit by a firestorm is not fun. I let the fire go for a few minutes because I was dealing with the pileup of corpses from an alphabeaver infestation that went for revenge against me and my wooden fort.

Then suddenly massive firestorm approaching from the south east.

And just as the firestorm seems mostly under control, albeit with 2/3rds of it still rampaging inexorably towards my base, story-teller guy decides it's raid time. One problem after another.
The way fire spreads in this game doesn't really make much sense. Shouldn't a swamp be, by its very definition, too damp to burn? Same goes for grass covered by snow.
 
So, since you can resurrect people now, and apparently the level of decomposition determines side effects, can you make a cryofreezer by putting a sarcophagus in a refrigerated room?
 
The way fire spreads in this game doesn't really make much sense. Shouldn't a swamp be, by its very definition, too damp to burn? Same goes for grass covered by snow.

While fire does indeed not make too much sense some kinds of swamps/bogs/marshes that "contain" peat, generally found in northern climates, can indeed burn and are in fact very difficult to put out.
 
So, since you can resurrect people now, and apparently the level of decomposition determines side effects, can you make a cryofreezer by putting a sarcophagus in a refrigerated room?

You can literally dig Engie out of the dirt and revive her on the spot. It doesn't matter what the condition is but the number of days.
 
I know you can revive people even if they're just a skeleton, but I heard that the state of decomposition makes it more likely you'll get negative side effects like brain damage?

The wiki states that everyday passing means +2% chance of either developing brain damage or blindness. I'll get back to you once I resurrect my almost 2 year old dead grower.
 
The wiki states that everyday passing means +2% chance of either developing brain damage or blindness. I'll get back to you once I resurrect my almost 2 year old dead grower.

It might be both decomposition and time passed, I think.


On a related note, can anyone confirm if using the healing serum on a luciferum addict gets rid of the downsides while keeping the benefits? Because that sounds amazing if it's true.
 
It might be both decomposition and time passed, I think.


On a related note, can anyone confirm if using the healing serum on a luciferum addict gets rid of the downsides while keeping the benefits? Because that sounds amazing if it's true.

It does not because Tynan hates fun. :(

Ugh I'd play more Rimworld had I not have 50 papers to turn in.
 
Got the psychic emanator thingy from an outpost, stuck it in the living room/workshop (my layout is a complete mess) for a slight mood boost.

Also, the vanometric power cell is pretty neat though the default power output seems kind of weak. I got a mod that bumps up the power output, but without that I can't see much real use for it except as a portable generator for your caravans (which is admittedly useful when you're lugging around a bunch of turrets to toss down for extra firepower).
 
Got the psychic emanator thingy from an outpost, stuck it in the living room/workshop (my layout is a complete mess) for a slight mood boost.

Also, the vanometric power cell is pretty neat though the default power output seems kind of weak. I got a mod that bumps up the power output, but without that I can't see much real use for it except as a portable generator for your caravans (which is admittedly useful when you're lugging around a bunch of turrets to toss down for extra firepower).

Supposedly it synergises really well with an infinite chemreactor which the site I'm checking claims is a quest reward. Building 8 of both apparently provides enough chemfuel to fuel 15 chemfuel generators.
 
Supposedly it synergises really well with an infinite chemreactor which the site I'm checking claims is a quest reward. Building 8 of both apparently provides enough chemfuel to fuel 15 chemfuel generators.

That would require a quest for the chemreactor to spawn, and as I see it there's no real synergy since you can use any other power source and still get free energy out of the chemreactor.

The thing is, the vanometric cell isn't really competitive compared to your normal power grid. it's perfectly reliable, but geothermal is just as reliable and produces 18x as much power, while solar will work most of the time. Chemfuel generators can be run off boomalopes pretty easily, as long as you can supply enough feed.

As a portable generator I can see the appeal, but it's not that much of a step up from just bringing a battery along.
 
And in my experience between A16 and this version, you're better off using generators as a backup option during eclipses or especially bad cold snaps/heatwaves rather than as a primary power source. Maybe not so much now you can milk boomalopes for chemfuel, although that comes with its own unique set of challenges.
 
So, I have two prisoners, but after the latest escape attempt one of them is heavily brain damaged (30% consciousness) and the other is completely paralysed by the lack of a spine because I forgot to check when I captured then. Not sure what to do with them.

Before you ask, I already harvested their organs.
 
So, I have two prisoners, but after the latest escape attempt one of them is heavily brain damaged (30% consciousness) and the other is completely paralysed by the lack of a spine because I forgot to check when I captured then. Not sure what to do with them.

Before you ask, I already harvested their organs.

The spineless one is salvagable with mods but the brain one eh not so much. Just sell em' I guess.
 
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