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Minichan

Topic: rimworld base screen shots

S. Squeegington III started this discussion 3 weeks ago #63,672

by request

Anonymous B joined in and replied with this 3 weeks ago, 56 seconds later[^] [v] #795,431

excellent

S. Squeegington III (OP) replied with this 3 weeks ago, 5 minutes later, 6 minutes after the original post[^] [v] #795,432

Externally hosted imagecleared the notices...

here's the prison on the left! it's kinda on the small side, but i'm recruiting everyone but pyromaniacs. right now one of them is a pyro, so he's going to get the old execution after he's farmed for organs. Wilcox. he's a gonner.

then the hospital on the right, has it's own refrigeration for medicine and a morgue as well as a drug lab.

(Edited 1 minute later.)

Anonymous B replied with this 3 weeks ago, 7 minutes later, 13 minutes after the original post[^] [v] #795,434

@previous (S. Squeegington III)
consider installing https://ludeon.com/forums/index.php?topic=32996.0

S. Squeegington III (OP) replied with this 3 weeks ago, 12 seconds later, 14 minutes after the original post[^] [v] #795,435

here you can see the church and the cemetery. this is the first time i've bothered building something other than graves. but it's got a spot to get married and a crypt. there's also an execution room where prisoners are sacrificed to the Rim Gods. it's open air, so after they are sacrificed the bodies are left to rot. only the bones of the sacrificed can be buried. so far this colony hasn't sacrificed anyone, and there've been some tough winters. they were pretty glad to get their hands on a pyromaniac, that's for sure. the graves you see contain the bodies of all the raiders this colony has killed. so far none of my villagers has been killed, so there's no one buried in the crypt.

S. Squeegington III (OP) double-posted this 3 weeks ago, 54 seconds later, 15 minutes after the original post[^] [v] #795,436

@795,434 (B)
...interesting. i haven't even looked at mods yet.

S. Squeegington III (OP) triple-posted this 3 weeks ago, 3 minutes later, 18 minutes after the original post[^] [v] #795,438

@795,431 (B)
i showed you mine now show me yours

Anonymous B replied with this 3 weeks ago, 52 seconds later, 19 minutes after the original post[^] [v] #795,439

Externally hosted image@previous (S. Squeegington III)
the inner base, which is protected by outer walls

Anonymous B double-posted this 3 weeks ago, 2 minutes later, 21 minutes after the original post[^] [v] #795,442

Externally hosted image@795,438 (S. Squeegington III)
the way in, which is covered by a killbox. enemies will path through that and die. the only raids that are problematic now are those where they shuttle in. sappers are also a pain, which are guys who specifically attack walls, but you can fuck that up by buying psychic insanity lances. if you use one of those on a sapper their buddies will kill them, and they turn into normal baddies

S. Squeegington III (OP) replied with this 3 weeks ago, 3 minutes later, 25 minutes after the original post[^] [v] #795,444

@795,439 (B)
damn. that's impressive. but i think you're too easy on your prisoners, they get a television, a chair, a light, and a bed? take away two of those things and you can squeeze in 8 more cells.

beckyderp !yDoooooooo joined in and replied with this 3 weeks ago, 1 minute later, 26 minutes after the original post[^] [v] #795,445

Will you stream it for us?

Anonymous B replied with this 3 weeks ago, 29 seconds later, 27 minutes after the original post[^] [v] #795,446

@795,444 (S. Squeegington III)
I got rid of the televisions since. They don't even seem to do anything for them. I'm replacing it with art. Makes the ones I want to keep easier to recruit. The ones I have no interest in recruiting get their legs cut off so they can't attempt a prison break. They're basically just waiting for their organs to be harvested when I need them.

S. Squeegington III (OP) replied with this 3 weeks ago, 4 minutes later, 32 minutes after the original post[^] [v] #795,450

@795,442 (B)
yeah, the sappers are what always stop me from doing exterior walls. now i kinda just do a motte and bailey type thing with streets and cover and i opened up all the entrances and cleared any kind of cover. everyone if armed with either grenades or assault rifles. i tried a killbox entrance and could never get it to work, they'd just come through the walls. maybe i wasn't doing exterior walls double thick though.

Anonymous B replied with this 3 weeks ago, 7 minutes later, 39 minutes after the original post[^] [v] #795,454

@previous (S. Squeegington III)
the double thickness doesnt really matter. all raiders (except sappers and mortars) will use the path that has no doors/walls in the way if there is one. but it has to be a clear path. so like in my screenshot having chunks/traps there works as its still clear, but if there was a door anywhere there they'd just attack random doors/walls.

you can deal with sappers by watching them until they start attacking your wall (double walls help here, since they might manage to get through the first layer), then targeting the one guy (its always one) that attacks you wall with a psychic insanity lance. once you get endgame you can just buy those every time traders show up and you will have plenty. that guy will turn, his buddies will kill him, and they become normal raiders.

you can deal with mortar raiders by countering them with your own mortars. just assign like 10 guys to mortars and blast them, they'll give up and become normal raiders.

then there are the guys who drop right into the center of your base. they just suck.

Anonymous B double-posted this 3 weeks ago, 1 minute later, 41 minutes after the original post[^] [v] #795,455

@795,450 (S. Squeegington III)
also even if the sappers manage to get through the wall, you can put some melee guys with shield belts and plasteel longswords near the gap they open and you will rek them. bonus points for putting a few guys with charge rifles behind them.

S. Squeegington III (OP) replied with this 3 weeks ago, 3 minutes later, 44 minutes after the original post[^] [v] #795,456

@795,454 (B)
oh, i didn't know that about the pathing. good to know. the last time i got the drop pod raiders they landed right in the middle of the jail. one dude was outside by himself but everyone else was caught in cells or the hallways. pretty funny.

Anonymous B replied with this 3 weeks ago, 4 minutes later, 48 minutes after the original post[^] [v] #795,457

@previous (S. Squeegington III)
lol that's great. the most recent drop pod raiders i got were those mechnoids. they landed in the freezers and promptly started burning all the food with their rocket launchers. the coolers couldnt handle it and it got like 1000c in there. luckily the walls were granite so the heat was contained. managed to kill them, but lost all the food. was a bit painful.

S. Squeegington III (OP) replied with this 3 weeks ago, 7 minutes later, 55 minutes after the original post[^] [v] #795,458

@previous (B)
lol, oh shit. i haven't had that happen yet.

@795,445 (beckyderp !yDoooooooo)
i'm not set up for streaming atm

S. Squeegington III (OP) double-posted this 3 weeks ago, 1 day later, 1 day after the original post[^] [v] #795,907

update: right as winter was ending a supervolcano erupted and clouded the world in ash. food stores were running very low, and the ash prevented planting crops. it was looking like disaster was about to strike, and so the village prepared their human sacrifice to appease the Rim gods.

S. Squeegington III (OP) triple-posted this 3 weeks ago, 5 minutes later, 1 day after the original post[^] [v] #795,910

the "harvest" has begun, the ritual is being performed by High Priestess Jenni. She begins by harvesting her right lung, then her right kidney.

S. Squeegington III (OP) quadruple-posted this 3 weeks ago, 3 minutes later, 1 day after the original post[^] [v] #795,913

and finally her beating heart is cut from her body and placed into a plastic box to await holy transplant.

S. Squeegington III (OP) quintuple-posted this 3 weeks ago, 2 minutes later, 1 day after the original post[^] [v] #795,915

eventually her body is stripped and left unroofed in the charnel grounds, exposed to the decay of spring. however, the volcanic winter has extended freezing temperatures and it's still snowing, so her body freezes until the thaw.

(Edited 7 minutes later.)

S. Squeegington III (OP) sextuple-posted this 3 weeks ago, 13 minutes later, 1 day after the original post[^] [v] #795,918

looks like it worked! the Volcanic winter only lasted half a season. it could've been much worse, volcanic winters can last for years. Wilcox has now mostly decomposed into bone, and spring is in full swing. unfortunately some had to make an extra sacrifice, Trev and Wilcox were engaged to be married and he's been pretty upset ever since she died. i should really stop letting anyone but wardens fraternize with the prisoners. (edit, i forgot to take a pic of the volcanic winter actually being over but it did end.)

(Edited 3 minutes later.)

S. Squeegington III (OP) septuple-posted this 3 weeks ago, 1 minute later, 1 day after the original post[^] [v] #795,919

on the upside my head janitor is going to be getting a 20 year old heart.

squeegee joined in and replied with this 3 weeks ago, 8 hours later, 2 days after the original post[^] [v] #796,048

@795,457 (B)
have you messed with forming caravans yet? i haven't yet. last playthrough i raided other bases with drop pods. i plan to do that again, but send a caravan in with pack animals to haul all the loot you can steal after my raiders are done.

but i haven't sent trade caravans becuase i don't really know how much food to send.

and have you tried playing with multiple colonies? there's a toggle for it. you can have as many as 5 bases. but i guess they all run simultaneously. it would be pretty cool to build a huge farm colony surrounded by other specialist colonies and trade food and equipment around with drop pods. when you get raided maybe wake an army from cryosleep and launch them in with drop pods.

(Edited 35 seconds later.)

squeegee joined in and replied with this 3 weeks ago, 19 hours later, 2 days after the original post[^] [v] #796,226

hey r04r, how have you been making money? one game i way over produced cotton with a huge plantation full of... well they were cotton pickers anyway. could always sell the raw cotton by the tens of thousands and make a bunch or trade for components and neutroamine. atm i'm selling drugs and it seems to be pretty good. almost all the traders buy it i think.

also an update, the human sacrifice worked great. that summer was a bountiful harvest, and the following winter was mild and passed quickly. decided it should be an annual event. far fewer natural disasters.

(Edited 1 minute later.)

Anonymous B replied with this 3 weeks ago, 1 minute later, 2 days after the original post[^] [v] #796,228

@previous (squeegee)
flake, art, organs/meat/leather of fallen enemies

Big Daddy Derek !Uvm54ORbmo joined in and replied with this 3 weeks ago, 1 minute later, 2 days after the original post[^] [v] #796,232

ITT: > muh nintendoes

squeegee replied with this 3 weeks ago, 1 hour later, 2 days after the original post[^] [v] #796,265

@796,228 (B)
oh yeah. i forgot you can skin your enemies. i forced all my peons to wear only human leather cowboy hats and dusters once.

but then you can't bury them and make a huge cemetary of the fallen invaders to stike fear into the hearts of your enemies. i've already had to expand it and build another mauseleum to hold all my villager tombs.

Anonymous B replied with this 3 weeks ago, 1 minute later, 2 days after the original post[^] [v] #796,266

@previous (squeegee)
i just use https://steamcommunity.com/sharedfiles/filedetails/?id=726121441 and have big burning rooms. everyone who doesnt behave or dies gets fed to the flame.

also human leather is surprisingly valuable

Anonymous G joined in and replied with this 3 weeks ago, 5 minutes later, 3 days after the original post[^] [v] #796,268

@previous (B)
Oy vey

squeegee replied with this 3 weeks ago, 15 minutes later, 3 days after the original post[^] [v] #796,270

@previous (G)
lol. efficient.

S. Squeegington III (OP) replied with this 3 weeks ago, 3 hours later, 3 days after the original post[^] [v] #796,306

@796,266 (B)
how do you keep peons out of the flake stash? even with zero tolerance drug policies and marking the stacks as forbidden they'll still get into them.

S. Squeegington III (OP) double-posted this 3 weeks ago, 7 minutes later, 3 days after the original post[^] [v] #796,307

Externally hosted imagethis is the drug lab and adjacent storage rooms. freezer on the bottom, regular storage on the right. i added the closed room with the flake in it as a kind of pharmacy vault, since keeping it in storage and flagged as forbidden didn't keep hands off. maybe i can mark the door to the pharmacy vault as forbidden and prevent any kind of entry. i'd need to toggle that on and off though whenever i wanted to produce flake and drop it in storage. that kinda sucks.

but i think i can lock doors to prevent people on benders from getting in which is good at least.

squeegee replied with this 3 weeks ago, 21 minutes later, 3 days after the original post[^] [v] #796,311

have you had any prisoners "accept their fate" and come to terms with their situation? if you hold them in cramped quarters with no joy for a long time they start to try and escape all the time. but if you keep capturing them they'll eventually stop and i don't think try to break out alone once they have accepted it.

i found that out by accident. i meant to recruit a cook, and forgot to toggle the setting so she was on no chatting or anything. in a 2x3 cell with a bed and a stool. for like 3 years.

she kept trying to escape, and would get fucked up every time. lost a leg, an arm, an eye, was covered in scars and bullet wounds. she lost her jaw and had to get dentures and after they harvested her kidney and lung she accepted her fate and was pretty chill after that.

S. Squeegington III (OP) replied with this 2 weeks ago, 34 minutes later, 3 days after the original post[^] [v] #796,314

god damnit! god damned drug seekers just go wherever they please and take whatever they want. they're gonna get addicted to that shit. does it help to keep beer around and let them drink? i can probably get my hands on a lot of kidneys.

S. Squeegington III (OP) double-posted this 2 weeks ago, 2 minutes later, 3 days after the original post[^] [v] #796,315

mother fucker just overdosed and now she's a crack head.

great. keep crack around. great idea r04r.

(Edited 20 seconds later.)

S. Squeegington III (OP) triple-posted this 2 weeks ago, 8 minutes later, 3 days after the original post[^] [v] #796,317

so i've got 2 peons with a chemical fascination. great. and yeah, i caught the other one smoking crack in their bedroom. that's 2 peons i guess i can count on stealing from me, and one of them is already addicted. i don't think the other ones with a chemical interest have gotten into the stash, everyone else is leaving it alone. but i think someone was eating psychite leaves earlier and that's a slippery slope.

really need some more frequent traders coming by to unload it.

should i be running a drug caravan? that might be kinda cool.

S. Squeegington III (OP) quadruple-posted this 2 weeks ago, 53 minutes later, 3 days after the original post[^] [v] #796,320

Externally hosted imagedecided to try multiple colonies a try. you can't claim adjacent tiles which sucks, but you can claim one close. i claimed a tile with a big road running up the middle of it. i'll set up a trade depot here, a small inn, and a drug lab. i'll staff it with peons who have no drug interest at all. i'm taking a pretty huge risk here, reinforcements are a half day away and i don't have launch pods ready to go yet.

S. Squeegington III (OP) quintuple-posted this 2 weeks ago, 38 seconds later, 3 days after the original post[^] [v] #796,321

Externally hosted imagecrack withdrawl is pretty bad, dumbass.

Anonymous G replied with this 2 weeks ago, 6 hours later, 3 days after the original post[^] [v] #796,351

Is this game really just a capitalism simulator? Have you all implemented a two party system to keep the people divided?

Anonymous B replied with this 2 weeks ago, 2 hours later, 3 days after the original post[^] [v] #796,398

@796,306 (S. Squeegington III)
It's difficult, so I don't really bother. One way that seems to work is to have a drug room that is out of their way, since they only seem to do unauthorized drug use when suffering from a mental break. So if one suffers from a mental break you can forbid access to the doors leading to that room, and I believe they will stay away from it. But I don't bother, since having a special room for flake storage is quite inefficient when you are producing 1000s of that. Instead I try to just keep them happy so they don't suffer mental breaks.

@796,307 (S. Squeegington III)
so pretty much this. btw if you have double walls you should have double doors.

@796,314 (S. Squeegington III)
oh I guess that doesn't work then. I don't keep any dudes with chemical fascination though. They get fed to the flame.

@796,311 (squeegee)
not like that, but i usually remove their legs first thing nowadays (using https://ludeon.com/forums/index.php?topic=32996.0) so they are pretty chill already.

@796,321 (S. Squeegington III)
cut off legs and keep them in bed until they're over it. do it.

squeegee joined in and replied with this 2 weeks ago, 28 minutes later, 3 days after the original post[^] [v] #796,399

@previous (B)

squeegee replied with this 2 weeks ago, 2 hours later, 3 days after the original post[^] [v] #796,424

@796,398 (B)
i think splitting the colony into two is going to work. so far so good, and i have transport pods to launch soldiers in the event of a raid. i have access to a fuckload of new steel and components from mining too, so i'm fast tracking some stuff.

i'm going to put my soldiers in cryo sleep right next to launch pods for super fast deployment to any colony. i should be able to respond to any threat at any base.

i'm also splitting my muffalo herd and going to start running small caravans of food and components going between the two bases.

that'll solve a lot of problems with feeding a herd of muffalo.

Anonymous B replied with this 2 weeks ago, 1 minute later, 3 days after the original post[^] [v] #796,426

@previous (squeegee)
sounds cool! if you want to cheese it just spread a single guy to a colony once you have deep drilling, and have them dig up all the chemfuel. ship the chemfuel back to the base where you want to accumulate wealth (more weight efficient that way), then sell it. you will have more $$$ than you know what to do with. you will probably start using chemfuel as money instead of silver, since vendors keep running out of money.

squeegee replied with this 2 weeks ago, 14 minutes later, 3 days after the original post[^] [v] #796,430

and keeping soldiers in cryo sleep will free up a lot of overhead in food. i already have pretty outstanding capacity for food production with a growing surplus. that'll also give me something to do with poorly statted prisoners, give them body armor, a helmet, a shield belt and a thrumbo horn and make them front line infantry.

squeegee double-posted this 2 weeks ago, 2 minutes later, 3 days after the original post[^] [v] #796,433

@796,426 (B)
they don't ever bring enough silver do they :/

S. Squeegington III (OP) replied with this 2 weeks ago, 8 hours later, 4 days after the original post[^] [v] #796,568

@796,426 (B)
have you tried multiple bases yet? there seems to be a performance benefit from it. my main base is pretty built up and there's a significant performance hit towards the late game, especially when warping. when i switch to the new tile i get a huge FPS gain.

i did drop the difficulty down a tick until i get this trading post kind of established since i've never run two base tiles simultaneously before. 8 days in and we've already come close to losing the settlement a couple of times. a raid would be undefendable. i could maybe rush a caravan out and just abandon it, but sometimes the raid just pushes.

i'm worried that this will end in massive famine and starvation though. i'm down 5 workers, a medic, 2 general purpose laborers, a gardener, and a soldier. and i plan to expand flake production here which means i'll need more gardeners and specialist crafters. that could cut into food production if i'm not careful. i've built up a decent reserve, about 1000 meals. but it's just an oscillation, production has wildly swung with population growth, cooking skill increases and extra chefs. this surplus was due to my massively oversteering food production with more chefs which was a response to not being able to build a surplus with Fine Meals. even after the added 5th chef dedicated to animal butchering and the other 4 on constant fine meal production food stores were evaporating as quickly as food could be killed or collected.

i switched to all simple meals as a late reaction to running low on vegetables during the volcanic winter. the whole reason i had switched to fine meals in the first place was because with 3 dedicated chefs and 1 butcher i was growing a surplus of both simple meals and raw food stores. peons were neck deep in animal carcasses. that took care of the growing raw food stores, mostly by wasting much of it, but much later introduced a food shortage.

flipping back, now with 5 dedicated cooks, has created a super surplus which i finally had the refrigerated space to store. i also have a large backup cooler which could store double my current food stores, but it's being used to store a bunch of clothes. and since i'm pretty much at capacity for simple meals, i'm trying to build a surplus of fine meals. my cooks are all over level 16, so they're cooking pretty fast, but i'm not sure if they can out cook the 20 or so peons eating them. at some point i have to decide if i'm about to starve everyone.

and with 5 mouths gone and consuming the simple meals i sent, then i might grow a false surplus of fine meals and slowly deplete my actual food reserves while the cooks waste much of the raw stores. if they build a surplus of fine meals, i probably need to send all of it to the new base to keep them fed. if they don't grow any surplus of fine meals then i know i'm only at equilibrium. if they starve then i guess i'm not even there yet...

yeah. i bet if i try and build a reserve of fine meals and try to feed my other base in any other way then i'll end up causing a food shortage.

i'm glad i took the time to type this out. thanks for listening

pictured: trading depot

(Edited 2 minutes later.)

Anonymous I joined in and replied with this 2 weeks ago, 1 hour later, 4 days after the original post[^] [v] #796,579

If I was a millionaire I'd stop having hobbies that play into my 5'5 permavirgin aesthetic

squeegee replied with this 2 weeks ago, 1 hour later, 4 days after the original post[^] [v] #796,586

@previous (I)
if i was an envious loner on a message board read by about 9 people i'd stop pretending to be superior to anyone for their interests.

Anonymous J joined in and replied with this 2 weeks ago, 3 hours later, 4 days after the original post[^] [v] #796,605

@796,568 (S. Squeegington III)
You sound like you need to read the fooderglove pamphlet and learn about fine meals

squeegee replied with this 2 weeks ago, 45 minutes later, 4 days after the original post[^] [v] #796,610

@previous (J)

Anonymous I replied with this 2 weeks ago, 5 hours later, 4 days after the original post[^] [v] #796,630

@796,586 (squeegee)
I just read something about that rich Californian kid who murdered bitches for being rejected and thought of you.

squeegee replied with this 2 weeks ago, 1 hour later, 4 days after the original post[^] [v] #796,642

huh, so far no one has said, "your money is no good here." they just ask you to leave it on the dresser.

S. Squeegington III (OP) replied with this 2 weeks ago, 9 hours later, 5 days after the original post[^] [v] #796,802

sent out the first caravan. 3 peons and 5 muffalo carrying mostly marble blocks for the raid wall and a few other items. i sent an extra gardener to kick start the psychite fields and do some tree cutting. also brought along a crafter to make the rest of the marble i'll need. the other guy is a soldier who i sent out hunting and hauling.

the new trade post is about a half days travel away.

S. Squeegington III (OP) double-posted this 2 weeks ago, 4 minutes later, 5 days after the original post[^] [v] #796,804

got our first traders stopping by. work on the trading post is still in full swing, the inn is done and awaiting some furniture and cloth for carpet. it's going to take a few caravans to get this place stocked. luckily i have a couple of pregnant muffalo and some calves.

Anonymous I replied with this 2 weeks ago, 1 minute later, 5 days after the original post[^] [v] #796,805

Elliot Rodger. That was his name.

S. Squeegington III (OP) replied with this 2 weeks ago, 36 minutes later, 5 days after the original post[^] [v] #796,812

@previous (I)
after about 5 days the caravan went back with a load of animal furs and a thrumbo horn. the caravan rested for 1 day, then loaded up another caravan with some food, 500 more marble blocks, and some medicine for the new clinic. i'm hoping to have the raid walls finished up by winter so i can take the difficulty back up and see how raids go. i've decided to recruit all prisoners from now on, regardless of stats. no more farming organs for the sake of it, instead i'm going to send them to mining outposts. i'm needing fuckloads of steel and components now.

and Grump's mining company is planning some prospecting.

Anonymous G replied with this 2 weeks ago, 4 minutes later, 5 days after the original post[^] [v] #796,814

@previous (S. Squeegington III)
Name one of the guys Elliot Rodger

S. Squeegington III (OP) replied with this 2 weeks ago, 20 minutes later, 5 days after the original post[^] [v] #796,815

@previous (G)
okay. i think psychopath is a trait. next batch of raiders i catch i'll get you a psychopath and name him Elliot.

S. Squeegington III (OP) double-posted this 2 weeks ago, 2 minutes later, 5 days after the original post[^] [v] #796,816

Externally hosted imageor this guy, bubbagoh, he's a trigger happy psychopath with terrible aim.

S. Squeegington III (OP) triple-posted this 2 weeks ago, 3 minutes later, 5 days after the original post[^] [v] #796,817

Externally hosted imagealright, there you go. one lazy, trigger happy psychopath with low intellect. imagine what kind of lady killer he'd be if he still had both arms.

S. Squeegington III (OP) quadruple-posted this 2 weeks ago, 3 hours later, 5 days after the original post[^] [v] #796,832

the raid wall is done, gonna build the local jail and then turn the difficulty up and try and capture some more workers. i recruited the last prisoner i was holding onto for body parts, and i gave her a lung to replace the one that got destroyed when capturing her. she'll be sent to the trade post work camp to manufacture flake. psychite production is about to ramp up as soon as the green house is finished.

pretty soon i'll be able to start buying slaves too

S. Squeegington III (OP) quintuple-posted this 2 weeks ago, 17 hours later, 6 days after the original post[^] [v] #796,994

finishing up the greenhouse and attached drug lab, getting ready for year round psychite production and flake manufacturing. peons named the new village Crack Town. been running a bunch of caravans back and forth, everything of good quality or less is being pulled from the main base and sent to Crack Town. low quality furniture and art, and eventually some extra clothes and beds and whatnot. the one engineer i sent is doing a bang up job, he's already level 19 so he works very fast. he'll have this whole place knocked out by the first snow. pretty soon it'll be permanent home to at least 6 residents and will be able to host an additional 6 guests, from caravans to miners immediately.

it'll also house up to 4 prisoners, but the Crack Town jail is just a jail, any long term prisoners will be transported back to the prison at the main base.

Anonymous G replied with this 2 weeks ago, 8 minutes later, 6 days after the original post[^] [v] #796,996

@previous (S. Squeegington III)
Please send Elliot Rodger to Crack Town. Thanks

S. Squeegington III (OP) replied with this 2 weeks ago, 6 minutes later, 6 days after the original post[^] [v] #796,999

look at all these muffalo. i also had a herd of cats join. interesting thing about cats, they aren't trainable. they just kinda do what they want. but, they help to keep the rat and squirrel population in check if they don't get killed by foxes or wild dogs.

i probably need to start culling some of these calves... i have 2 more adults at Crack Town too.

S. Squeegington III (OP) double-posted this 2 weeks ago, 4 minutes later, 6 days after the original post[^] [v] #797,002

@796,996 (G)
uh, maybe... he's on the cooking crew. the cook at crack town is pretty weak though... i've got him there mostly just butchering animals. i know that's like the perfect job for him, so i'll think about it.

pictured: crack town methadone clinic and ER. they don't actually have any methadone though, just flake.

edit: i didn't rename that peon making crack, it's just a coincidence he's Black. so don't anyone start calling me a racist.

(Edited 3 minutes later.)

Anonymous G replied with this 2 weeks ago, 3 minutes later, 6 days after the original post[^] [v] #797,003

@previous (S. Squeegington III)
Will that level up his killing power? Is there a cannibal option in the kitchen?

S. Squeegington III (OP) replied with this 2 weeks ago, 12 minutes later, 6 days after the original post[^] [v] #797,005

@previous (G)
oh yeah, cannibalism is a whole thing. most peons are upset by it, but not all of them... just most of them. you kinda have to go out of your way though to skin and butcher peons, but they'll do it if you change the butcher table options. once you have human skin and meat you can do all kinds of stuff with it. make clothes. fancy hats. a living room chair, a plush animal bed. you can turn the meat into stand alone meals or as part of fine dinners with multiple ingredients. you can turn it into pemmican which is like beef jerky i guess, and can keep for a year without refrigeration. you can turn it into a high grade nutrient paste to feed to prisoners. you can turn it into kibble for your pets.

so far this community has buried 46 raider corpses, and a 47th was given a sky burial before peons started placing their sacrifices into above ground sarcophaguses for veneration. that all started when it turned out one of the sacrifices was the brother of someone in the community. hit her pretty hard as a matter of fact. she was fucked up for a while... so his body was entombed before it could disintegrate so she'd at least have a place to mourn. it improved her happiness. anyway, that could've been a lot of cannibalism and cowboy hats...

(Edited 58 seconds later.)

S. Squeegington III (OP) double-posted this 2 weeks ago, 23 minutes later, 6 days after the original post[^] [v] #797,006

damn, dude got the munchies so bad he's classified as malnourished. smokeleaf is a hell of a drug.

S. Squeegington III (OP) triple-posted this 2 weeks ago, 2 minutes later, 6 days after the original post[^] [v] #797,007

shh, no one knows he's stoned as fuck

brie !bbeCxaDAAM joined in and replied with this 2 weeks ago, 28 minutes later, 6 days after the original post[^] [v] #797,011

upgrade to runescape three..

(Edited 1 minute later.)

S. Squeegington III (OP) replied with this 2 weeks ago, 16 minutes later, 6 days after the original post[^] [v] #797,012

Externally hosted image@797,003 (G)
okay, i sent elliot to crack town with the next caravan. some arms dealers happen to be passing through, pretty happenin' place, crack town.

S. Squeegington III (OP) double-posted this 2 weeks ago, 3 hours later, 6 days after the original post[^] [v] #797,027

turned the difficulty up a tick. got raided at both bases back to back. it was actually kinda tough to deal with. 3 guys here, but like a bunch more in the other raid. the small raid hit Crack Town, did some minor damage, almost killed the town doctor, but everyone armed themselves with logs of wood so they wouldn't one shot these simple tribes people with charge rifles and plasteel long swords.

S. Squeegington III (OP) triple-posted this 2 weeks ago, 4 minutes later, 6 days after the original post[^] [v] #797,028

caught all 3 of them, 2 will actually be useful as a medic and a crafter, the other is pretty useless and will probably end up a cryo-soldier. they'll be taken to the prison with the next convoy, Crack Town doesn't even have a proper sheriff.

S. Squeegington III (OP) quadruple-posted this 2 weeks ago, 7 minutes later, 6 days after the original post[^] [v] #797,031

then drop pods near the main city. not super well armed. most of the real injuries came from friendly fire, dude tossed a grenade right into the melee... if it wasn't for the body armor it would've killed my peons. it shredded the raiders and made the last 3 run immediately. captured 2, killed 4, 3 escaped.

so 5 new prisoners to harvest, recruit, or sacrifice to the rim gods.

S. Squeegington III (OP) quintuple-posted this 2 weeks ago, 4 minutes later, 6 days after the original post[^] [v] #797,033

time to start looking at prison expansion plans

edit: and look at the carnage in the hospital. it was a blood bath. wounded doctors operating on injured soldiers and each other. i'm surprised no one died once the fighting stopped.

(Edited 4 minutes later.)

Anonymous L joined in and replied with this 2 weeks ago, 5 minutes later, 6 days after the original post[^] [v] #797,034

@previous (S. Squeegington III)
Why aren't your solar panels protected? What is your main source of energy?

You must be playing on an extremely easy difficulty setting.

(Edited 6 minutes later.)

S. Squeegington III (OP) replied with this 2 weeks ago, 9 minutes later, 6 days after the original post[^] [v] #797,037

so that was, like, the easiest difficulty above base builder... on chillax mode... the difficulty had been raised for about maybe 45 seconds before the first raid. the second one happened while triaging the aftermath of the raid on Crack Town. there was also a wild animal attack, and someone important got very sick and almost died.

oh yeah, and they went straight for the crack stash. headed right for it.

Anonymous L replied with this 2 weeks ago, 4 minutes later, 6 days after the original post[^] [v] #797,038

@previous (S. Squeegington III)
As long as you are having fun. But you should try a harder difficulty setting! It really fits the game.

S. Squeegington III (OP) replied with this 2 weeks ago, 21 minutes later, 6 days after the original post[^] [v] #797,045

@797,034 (L)
they are, they are protected by a decently well armed and armored militia. they took a little damage, but that whole area is new and i haven't built the south side portion that'll end up blocking the solar panels off. my main base has 4 geothermal stations blocked into little marble buildings, and those are a majority of my power atm. the rest is wood, solar, and win, with several wood furnaces built behind walls and the rest aren't.

i started out playing on rough difficulty with the Chill storyteller. it hits harder than "some challenge" but the threats aren't as frequent as they could be. i dropped the difficulty to peaceful while i'm figuring out how multiple bases works. it's not a default setting, it even has a little warning. but i'm pretty established now at cracktown so i want to see how it works when you're running multiple game tiles and turn raiding back on.

evidently they are independent of each other, so you can have multiple disasters happening at multiple bases at the same time. they share a pause button and shared local weather if you're close. and it's possible the AI just raided one of my bases with a small diversion raid and then hit my larger base with a bigger much better armed group. stepping the difficulty up from base builder to some challenge is going to be nuts. it might kill the whole group, i might have expanded to a new tile way, way too early. like you said, i don't have walls around everything.

but, there's a lot to be said for having everyone in armored vests and armed with charge rifles. and i did get to that point by turtling up pretty good, you can see it in the central part of the base which has a proper wall around it. it's the alamo. everything else is defended by cheesing AI pathing and setting up in a good defensive spot where they bottle neck and you can grenade them. not sure how this setup will fare against mortar attacks, but it's killed a bunch of bug infestations and mechanoid attacks.

S. Squeegington III (OP) double-posted this 2 weeks ago, 3 minutes later, 6 days after the original post[^] [v] #797,046

@797,038 (L)
yeah, i'm dialing it back up to where i started so i can see how it impacts the whole 2 base thing i'm doing. it'll probably kill me, but that's fine because now i know how to do that and run caravans. in fact i needed to dial it up so i could start capturing prisoners again for the cryo-soldier army. it'll need to go up again if i plan to fill up a 16 person prison.

Anonymous K replied with this 2 weeks ago, 6 hours later, 6 days after the original post[^] [v] #797,086

charge rifles..


gaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay..

S. Squeegington III (OP) replied with this 2 weeks ago, 4 hours later, 6 days after the original post[^] [v] #797,135

@previous (K)
yeah, they're pretty OP. i can't hardly use them against anyone i want to keep alive, have to direct peons to melee people with the rifle butt. just had to put down a prison riot and escape attempt and it got pretty bloody.

S. Squeegington III (OP) double-posted this 2 weeks ago, 2 hours later, 6 days after the original post[^] [v] #797,165

converted an old armory into a cryo-soldier barracks. it's attached to the jail, so if there's a huge jailbreak a small army can be deployed quickly. building room for 6, with plans to expand to 12 in the same space. that should be a pretty sizable response, especially once i get everyone in power armor. and draft a full army of prisoner-soldiers. i think i've got 6 kinda useless peons, they eat a lot of food and don't contribute much to anything but hauling and cleaning and sometimes hunting. i do need a lot of haulers during harvests though.

S. Squeegington III (OP) triple-posted this 2 weeks ago, 2 minutes later, 6 days after the original post[^] [v] #797,166

flake production is going pretty well. finally got everything under one roof so there's a lot less time running around.

S. Squeegington III (OP) quadruple-posted this 2 weeks ago, 1 minute later, 6 days after the original post[^] [v] #797,168

Crack Town flake is legendary

S. Squeegington III (OP) quintuple-posted this 2 weeks ago, 7 minutes later, 6 days after the original post[^] [v] #797,173

everything is pretty wide open, and i haven't killed enough trees around to prevent raiders from having good cover, and i have no kind of static defenses or anything to draw the attention of raider AI. a well armed raid would fuck this place up. but, i can air drop in 5 infantry right now, so i think we'll be okay. might lose some sacrificial houses, and i really should've made the greenhouse out of stone... but all in all i have some nice choke points to defend.

S. Squeegington III (OP) sextuple-posted this 2 weeks ago, 1 hour later, 6 days after the original post[^] [v] #797,191

i don't even know where he got this from. i'm making him burn it. asshole.

S. Squeegington III (OP) septuple-posted this 2 weeks ago, 4 hours later, 1 week after the original post[^] [v] #797,239

prison expansion. 2 cell blocks and an infirmary. hopefully they'll try a jailbreak soon, i want to see if separate cell blocks will stop them from all getting out at once.

S. Squeegington III (OP) octuple-posted this 2 weeks ago, 7 minutes later, 1 week after the original post[^] [v] #797,240

simple meals slowly depleting. i have a cook and hunter at crack rock to help slow their consumption, but i've added 6 mouths now and i'm still trying to recruit another cook. i've got some efficiency issues, i think i need another food preparation and storage area, like a diner. it would probably help to have another place peons can eat since food is pretty much the only reason most of them visit the hotel.

S. Squeegington III (OP) nonuple-posted this 2 weeks ago, 20 hours later, 1 week after the original post[^] [v] #797,500

prison break. nesting cell blocks off a parent chamber doesn't prevent escapes from effecting both nested rooms, and further nesting individual cells doesn't impact prison breaks in any way. i'm not sure even keeping 2 separate prisons would have an impact. in fact it acts like when the event happens random prisoners are selected they start opening doors. the AI is reasonably good at detecting rooms and even assigning them the correct identifier, like rec room, barracks, work room, bedroom, etc. but it doesn't act like it regards an enclosed room beyond a prison cell as part of the prison. so no sectioning off prisoners to limit escapes. i guess it might be done that way specifically to prevent exploiting behavior. events are tied to one tile though, so splitting up a large prison across two tiles might be a good way to handle having too many prisoners to handle at one time. at capacity a 14 prisoner riot would be a big deal. peons would die.

not that i can currently support a full prison, i need more and more cooks. i'm estimating that one cook can keep 4-5 people fed without showing much surplus, but enough to meet demand. and not all of my cooks are lvl 20, but i have enough workers to create a huge surplus of raw produce and meat. i now have massive storage capacity for raw foods, but that's not the surplus i need.

i've switched over to 100% simple meal production to try and make up for the current burn rate which is uncomfortably consistently down. also several hundred meals are about to get sent to Crack Town, so the food stores will be taking a big hit real soon. if the food issue can't be reversed soon then i'll need to start putting peons in cryo sleep and maybe executing prisoners.

S. Squeegington III (OP) decuple-posted this 2 weeks ago, 2 hours later, 1 week after the original post[^] [v] #797,522

that is one fucked up cat

S. Squeegington III (OP) undecuple-posted this 2 weeks ago, 19 minutes later, 1 week after the original post[^] [v] #797,523

cats are mostly useless, and they're filthy, they dirty the place up real fast, but if you exclude interiors of buildings as an animal area and they'll stay outside. i'm letting these guys pretty much just fend for themselves. there's a bunch of critters like rats, squirrels and rabbits for them to kill and eat, and they do. it's good, because nothing will ruin your day faster than every squirrel on the map you've been ignoring to be effected by a psychic drone or whatever and all turn aggressive or man-eater. if you look around and there's 30 squirrels on your map you could have a problem. so i always make my dudes kill everything that enters the map except for boomalopes and boom rats.

i guess that'll slow down my hunters leveling though, and good hunters make good soldiers.

speaking of soldiers, i'm considering which peons to include in the upcoming cryo-draft. several prisoners are already chosen, they just need to be talked into it by the wardens. their power armor is already being built. the only question is whether or not i want to include a doctor.

S. Squeegington III (OP) duodecuple-posted this 2 weeks ago, 5 minutes later, 1 week after the original post[^] [v] #797,524

atm Keiko is looking like my first choice for a cryo-medic. she's a pretty good shot and a decent enough doctor, back at first settlement she was the third doctor who sometimes helped, the actual role of doctor is performed by 2 dedicated peons, but keiko came in handy occasionally when my second doctor would get hurt. they both occasionally get drafted, and keiko is a dedicated hunter, so they're both not without their injuries.

S. Squeegington III (OP) tridecuple-posted this 2 weeks ago, 4 minutes later, 1 week after the original post[^] [v] #797,525

and she happens to be elliot rodgers bubbagoh's mother.

she's pretty, iron-willed, a crack shot, has been wounded in combat, has a peg leg, and lots of battle scars. she certainly fits the mold of cryo-soldier. right now she's working at Crack Town as hunter, doctor, and soldier. they'll miss her, because she'll likely get replaced by Burban, a highly unethical doctor who bring nothing to the table except for his advanced intellect which is pretty much useless once everything has been researched.

Burban is a candidate too, but she's a terrible shot and can barely fight.

(Edited 4 minutes later.)

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