u/SufferNot

683 post karma · 28.8k comment karma · joined May 2013

SufferNot

Food - 3825W. That might be an electric butcher table which would increase this number, hard to tell

  • Sunlamp - 2900W (daytime only, roughly 1595W per day with batteries)
  • Hydroponics (24) - 1680W
  • Electric Stove - 350W
  • Freezer- 200W

Science Department - 1600W. You can cut the second multianalyzer, they work for all nearby hi tech research benches.

  • Multianalyzer (2) - 400W (you only need 1, they can attach to multiple workbenches)
  • Hi Tech Research Bench(2) - 500W
  • Ground Penetrating Scanner - 700W

Engineering Department: 1380W. It was a bit hard to tell what was in there, and I think this number is actually higher because I think there's a modded electric art bench I'm not familiar with. THere's also a vehicle bay with a modded workstation I am not familiar with

  • Electric Smelter - 700W
  • Machining Table - 350W
  • Electric Tailor Bench - 120W
  • Electric Smithy - 210W

Sanitation, Recycling, and Life Support: 4080W. There's an orb in your courtyard that I could not identify as well which I think is modded.

  • Biofuel Refinery - 170W
  • Moisture Pump - 150W
  • Electric crematory - 250W
  • Miniturret (3) - 240W
  • Flatscreen TV - 330W
  • Comms Console - 200W
  • Orbital Trade Beacon - 40W
  • Heaters (12) - 2100W (assuming they're all active, hard to tell but I assume so given how cold it is)
  • Lights (20) - 600W. Hard to tell how much power is going to this, if you have Advanced Lighting it will cut this number in half

Power Budget: 12800W (3 Geothermals, 2 Chemfuel Generators)

Power Expenditure: 10875W (estimated)

By my approximations, you're just barely within budget, but there were several buildings that were clearly plugged in which I could not identify.Part of why this grid is taking up so much power is because of the heaters, it probably seemed fine when it was summer and none of them were on. Another issue is that a lot of these stations run at full power even if there are no pawns working at them, since pawns don't believe in turning things off that aren't being used. Since micromanaging that is a pain, most players just build extra power so they can ignore their pawn's waste.

You are spending a lot of power on your hydroponics setup. If you don't need 24 hydroponics, you could use sun lamps, heaters, and the soil in your courtyard to continue growing through winter. Alternatively, hydroponics grows enough food which then makes enough chemfuel to power itself and extra. Each hydroponics basin produces enough food to run one chemfuel generator, assuming you have enough pawn labor to get it sowed, harvested, and processed. As such, it is possible to scale your power needs with hydroponic basins as they only cost 170W for the 1000W they theoretically generate.

Personally, I prefer the nuclear option with toxifier generators as it takes significantly less pawn, but that requires the Biotech DLC and fighting the mech bosses, and as such is not very popular on the subreddit.

SufferNot

25 tiles of farmland is a safe amount to feed one colonist on simple meals. Rice is safer but takes more human labor, use potatos if soil fertility sucks, use corn if you want to watch your food blight at 95% growth.

Winter makes stuff stop growing. If you seal your field into a greenhouse with a sunlamp and some heaters you can keep growing through winter. This is generally less work than trying to grow a bunch of extra food.

Hunting or ranching animals can provide meat, but meat needs to be refrigerated, which is an optional step for rice. It's great for mood eventually, but not starving comes first.

Set up your kitchens work order to only cook meals when you have less than 10 or so meals. That way your chef isn't wasting all their time cooking way more meals than you can eat.

Having mostly raw food in your storage also means you can pivot more easily into nutrient paste if something goes wrong.

SufferNot

But you can!

You just need a boomrat and colony that doesn't care about animal rights

SufferNot

The one time a picture of the monitor is preferred over a screenshot, what an elegant and mysterious creature

SufferNot

Given the plethora of negatives stacked on Somkeleaf, yes.

But if an impid needs the mood boost, let her have the mood boost. As far as I can tell, it only affects the food cooking speed and doesn't impact food poison chance.

SufferNot

They're really easy to freeze, but that just prolongs the issue.

Pollux trees will eat pollution around them, but they're rare and it's hard to get a while forest of them, especially with a grav ship.

Waste pack atomizers handle it, but they're at the end of the tech tree and require a lot of space. This is my preferred method since it means working through all the mech bosses, which I want to do anyway.

If you dump it to space, it pisses off the traders guild. If your friendly to them, you can send them apology drugs to keep your reputation from falling.

If you dump it on standard factions, they'll drop pod it back at you. But only if they have those. So many will pod it to tribals. The tribals might raid you, and you can just fly away.

If your colony happened to be mostly wasters, you could ignore the pollution. As long as there's some clean space for growing, waters won't be bothered by it. Decaying waste can attract insect infestations, but that's why you dump it away from the base. Those insects might even eat some raiders.

Regarding mechs, I also tend to lump my combat meds on one mechanitor and my civilian mechanic on another. Militor require a lot of bandwidth to have an impact, so while you need some in the beginning, I like replacing them when I can. Tunnelers are excellent, very durable in melee, I always get 2 of these to smack stuff with. Lancers are pretty fragile, but they're fast enough to kite with your mechanitor, and that matters. Legionnaires shield is hella good, love having 2 of those. Diabolus is an excellent combat mech, the ai has a real hard time with his aoe. Centipede blasters do a ton of work when defending an area, but it's hard to assault with them because there slow. Sometimes the best combat mech available to you is 4 constructoids making steel traps.

SufferNot

I'm gonna advise that you play the game normally first, as it'll give you more context for what you want out of the combat system. If you happen to like Vanilla just fine, it's going to make it easier to add other mods, because even though Combat Extended does a lot of work to create compatibility patches, it doesn't change the inherent issue that most mods (and the DLC for that matter) aren't balanced with CE in mind. The short version is that CE turns the game's combat into Rock Paper Scissors and doesn't bother telling that to Randy.

In all my experience with it, it really feels like CE is tightly balanced for a colony of about 8 people with industrial level tech dealing with threats at the industrial level or lower. As soon as someone techs past that, or as soon as you add more colonists, balance falls apart almost immediately. And a big part of why that balance falls apart is that Randy doesn't know you're playing CE. He still thinks he's playing normal rimworld. So Randy is happy to spend a bunch of his raid points on a guy with power armor, because he doesn't understand that a single AT rocket from your colonists is going to kill it. He thinks it's worth 4 normal dudes with guns because of it's durability, and that's not true in CE. Likwise, Randy still thinks that tribals, wild animals, and insects are a threat worthy of throwing at your colony. He doesn't realize that 2 LMGs and a box of ammo invalidate 60% of the stuff he can throw at you.

On the other end of the spectrum, Randy thinks 2 centipedes and some scythers is a good challenge for your colony, because he's under the assumption these are normal centipedes that can be taken out with EMP grenades and a dude in platemail with a hammer. He doesn't understand that a single centipede is an existential threat that will kill your entire colony, any allies you call in, and some trade merchants too, if you didn't happen to research weapons that hurt them in time.

Mortars are also a whole balance problem in CE. In base Rimworld, Mortars specifically have low accuracy and muted damage because the game knows that if Mortars were pinpoint accurate you'd build 20 of them and flatten every raid that isn't using drop pods into paste. CE gives you pinpoint accurate mortars, so there's no reason not to build 20 of them, but their own sieges are still just 2 dudes that don't use spotters properly.

To touch on the DLC issue and give context to that, here's a few things that bug me specifically about using them with CE. Ideology goes out of its way to make playing Tribals more fun and engaging, which doesn't work when a single Scorcher can kill a colony of 30 tribals. Biotech lets you play as a mechanitor, and if you ever build a centipede, you might as well start playing the victory music. A big part of why guns are so dangerous in CE is that pawns bleed out really quickly when you put holes in them, but half of Anomaly threats don't bleed, so when 200 shamblers show up to punch all your buildings to death, half your guns do nothing to them.

Now, as negative as I am being to CE, I do wanna be clear that if you want a gritty military simulation, CE is the best at that. Every complaint I have against the mod is a reason why some players would want to try it out. And despite my whining, I do think that if you play the game CE wants you to play it, you're gonna have a fun time, because it is fine to clear a hallway out with a minigun from time to time. So if it appeals to you, go for it.

SufferNot

I think wasters are a ton of fun. Being able to use Wake Up whenever can solve a lot of emergencies. Wake Up and Flake together spikes mood high enough to deal with whatever is immediately bothering them, then you can do triage, replace a wall, fight raiders, it whatever else is necessary.

Wasters do get into more social fights, but unlike other aggressive xenos, they don't do bonus damage in melee, so they're unlikely to kill anyone in a blind rage.

Wasters can also work very well with mechanitors. Since waste doesn't hurt them, it makes pollution management much easier.

SufferNot

That's life. It's hard to get rid of all the bad. It's easier to make some good, to counter it.

Make sure she gets dried off properly, hypothermia would suck for an impid.

SufferNot

Growing food to turn into biofuel is very energy efficient. Even if you need to power sunlamps and hydroponics bays to grow that food, you still end up with more fuel at the end. And chemfuel is very efficient energy storage, as a shelf of chemfuel provides way more energy than a fully charged battery would. But growing rice to make chemfuel is very labor intensive on your colonists. It'll practically be their full time job, and you might want them doing different things depending on your run.

I'd argue that the best option to make fuel is stuff you weren't going to use anyway. As an example,.you can make chemfuel out of insect meat. If your colonists won't eat bug burgers, and the meat was going to rot anyway, turning it into fuel is faster than growing a bunch of corn. The same applies to long pork, but don't bother if it's going to tank your colonists mood.

Corn provides the same yield as rice and takes less worker time, if you can deal with ita longer growth cycle. It would be my preferred crop if you don't need the fuel asap. Expect Randy to do Randy things to the corn, so use all the usual methods to protect the crop.

SufferNot

While you're at it, might as well place some fire foam poppers. They're cheap and can save lives and resources.

SufferNot

1) Make sure your mechanitor is capable of crafting and research. The crafting skill is required to interact with mech gestation and make more mechs, while research is required to read the chips dropped by the mech bosses and unlock the later tier mechs.

2) Strongly consider making your mechanitor good at mining, as well. You need a lot of steel to do mechanitor things, and the mech that can mine is later in the tech tree.

3) If you're planning on starting with a single mechanitor and acquring any future mechanitors through quests, then the general advice for low pawn count colonies apply as well. Strongly consider starting with good medical, or training good medical on the first raider that you capture by repeatedly installing and removing peg legs on them. There is a bot that can perform doctor tasks, but it's later in the tech tier.

4) If you have the Ideology DLC, consider installing a Biosculptor pod as soon as you can. Running it on the medic cycle can clear diseases, very useful if Randy decides to hit you with plague at an inopportune time.

5) If this is your first time playing with mechanitor stuff and you're intimidated by pollution, consider starting your first colonist as a Waster. This removes a lot of the risk in pollution management and buys you a ton of time to experiment with it and grow comfortable with the mechanic. The downside is that Wasters are incredibly overpowered and you might become addicted to having pawns that can Wake Up/Flake Up to solve 90% of their problems.

6) While chemfuel generators are overall more efficient than wood fired generators, an agrihand and lifter and run a woodfired generator on their own (especially once you research Tree Sowing), while a chemfuel generator either requires pawn labor or that you advance to the tech tier with the Fabricor. As such, you might consider using one while you're getting everything else sorted and researched. 2-3 geothermal generators are going to handle most solo mechanitor colonies since they're just that good, but once you start expanding your bandwidth with the buildings, you'll want to look into toxifier generators.

6*) If you have the Odyssey DLC and plan to do gravship things, you'll instead want to focus on space efficient power sources. Consider researching and crafting a gravcore powercell earlier than you normally would if you don't need extra living space for pawns.

7) If you play on higher difficulties, you'll find that combat mechs have a hard time scaling compared to combat focused pawns. Early on, a constructoid spamming spike traps will get far more kills than a militor, assuming you can afford the material cost.

7*) If you're running that mod that makes mechanoids bullet proof, disregard the previous point, Randy isn't compatible with Combat Extended and doesn't know he has to bring more rockets to deal with your stuff when that mod is active.

I could yap for hours about mechanitors, but I don't want to overwhelm or backseat game you, so I'll leave it at that for now.

SufferNot

I don't think it matters what I think in this context. It matters what Jimmy thinks, and he thinks he owes Fenix revenge. Jimmy's the type of character who always repays his debts, tries to do right by his friends, and it doesn't matter whether the rest of the protoss suck, he bonded with Fenix while fighting on Auir and against the UED.

And we know that normally Jimmy would have gotten that revenge, since Zeratul has to show him how everyone is done if Kerrigan dies, and even knowing that everything is on the line, Jimmy still wants to kill her for a bit.

SufferNot

I could be doing gear wrong, its basically my first Pathfinder 2e game. I was saving up for a staff of healing when we hit 4th level since I didn't see anything that immediately struck me as a must by. I'm aware that the eidolon can share some of the bonuses from my gear, but I wasn't sure if I should be spending money on a weapon when my summoner is only proficient in simple stuff to begin with. Maybe I should get something with a potency rune just for the accuracy.

SufferNot

That's what I was gonna point out, they rot after 12 hours or something like that. Not practical unless you're caravanning in winter.

SufferNot

We use foundry and I'm just trusting it's correct. +8 at level 3 for a dex focused eidolon. And trying to get flanking whenever possible (even if the eidolon misses, it sets up the monk for flurry of blows).

SufferNot

I need to find some good material on summoner, I find the one I'm playing right now to be pretty boring. I feel like I mostly just cast cantrips, watch my eidolon miss every boosted attack, and cry if the combat requires we move more then 100ft.

Or maybe that's just how it feels at low level.

SufferNot

Getting proper sleep in a comfortable bed is super important to your overall happiness.

SufferNot

I use wasters a lot, and being able to use Wake Up whenever I want is so nice. Obviously good for cranking out components or other crafts, but solves so many emergencies as well. Did the colony barely survive a raid and now the walls need to be rebuilt? Slam a wake up and a flake and the waster has like +50 mood while they zoom around fixing walls, putting out fires, and saving lives.

SufferNot

Island base sounds fun, but I'm so used to using nearby friendly bases to trade for guns and armor way before I could craft it myself.

Might try it anyway in my next run.

SufferNot

Double thick wall in between the air lock and the heater corridor, I suppose

SufferNot

If you have 7 vanometric generators, you've been playing the colony long enough to generate (and clear) 7 quests that drop a pretty rare item, and a colony that old can handle killing one more apocriton.

As far as cost goes, a toxifier setup is worth 5167 silver, and 7 vanometrics is 8400 silver. If we pretend like a colony this advanced cares about wealth management, the toxifier setup is better for that.

This system already isn't walled off, or the impid wouldn't have burned it down, as someone already mentioned. But if you wanted to wall off a toxifier setup, you could wall it in with a lifter and a small mech recharger, though you'd have to fiddle with the ratios a bit to account for the extra 1 bandwidth of waste being generated.

Now, as far as space goes, you're absolutely correct. For setups that are super tight on space, like gravships, a vanometric power cell is a huge boon. The only thing that competes with them are gravcore powercells, which are smaller and provide more power but critically have a 30% flammability. Especially if you have a tantrum prone Impid running around, you probably want to have the vanometrics instead because they have 0% flammability and-

Hang on, vanometrics can't be set on fire. How'd she even burn them down in the first place?

SufferNot

Two thoughts on this.

One, power is hella fake in Rimworld. In vanilla, it's really easy to generate way more power than you're ever going to need. 7 vanometrics is 7000W, and a full toxifier generator setup is 7400W and only costs 21 components (and killing an apocriton). And in a hella modded run you probably have some atomic plant that generates enough power to ignite the atmosphere, so it still doesn't matter.

Two, she said "7 vanometric cells", instead of "all of the vanometric cells", which means the colony has enough cells that there was a point in her specifying 7. So she didn't even wipe out the entire supply.

Power is easily solved, and this colony in particular seems well funded. And besides, think about how much those stacking mood buffs from a healthy relationship are going to do for her. She might never mental break again, as long as her partner doesn't die or cheat on her (and someone makes some tea every few days).

SufferNot

If you find one, let me know. All my instincts from Oxygen Not Included tell me that I should be conserving power and setting up logic to disable stuff when it isn't being used so that I'm not wasting extra resources or maintenance time, and every power solution in rimworld and its many mods is "lmao just get way, way more power than you'll ever use and don't think about it".

SufferNot

Sorry to hear about your leg, I hope you have a clean recovery!