RimWorld Alpha 8 E08 “Forest Fire!” (1080p60)
Let’s play RimWorld Alpha 8! In this episode, we build a tailor shop and get working on some winter parkas! Oh, and a forest fire breaks out. â-» Subscribe for more! http://bit.ly/1ABLtPk…
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Jan 16th, 2015
20 Responses to “RimWorld Alpha 8 E08 “Forest Fire!” (1080p60)”
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January 16th, 2015 at 7:46 AM
keep the prisoner, that way your warden trains his “wardening skill”
January 16th, 2015 at 7:48 AM
you need to make sure that you put roof zones on your buildings and make
better defenses
January 16th, 2015 at 7:53 AM
Crafting may be very important in the next version, as there will be
durability loss from wear and combat.
January 16th, 2015 at 7:54 AM
A few things on Rimworld fires:
– When there’s too much fire, the AI FORCES a rain event because fire will
kill performance if actually left unchecked. This stops random wildfires
from killing less powerful PCs. That’s actually kinda funny.
– Metal walls are flammable. Only 20%, unlike wood’s 100%, but only stone
walls can take the heat without igniting or taking damage. Likely because
stone is non-flammable and ingredient properties carry over to their
products (just like Dwarf Fortress).
– That being said, fire can ‘travel’ through stone walls if there’s a
flammable object within the spark radius. This includes floors.
– Fire can ‘spontaneously’ generate if a room is hot enough. Indoor fires
must be cooled quickly, or bust a wall open ,or they will self-propagate.
Worst yet, rain cannot reach these fires, making them impossible to stop.
– Oh, and because of the high temps, indoor fires often cause coolers to
ignite, heatstrokes and clothes to ignite. DO NOT fight indoor fires
without removing roofs or walls to allow outdoor temperatures to take over.
Finally, that fire likely just came from a late lightning strike. Fire is
often caused by conduit explosions, fire weapons or… well, lightning.
January 16th, 2015 at 7:56 AM
love this so much and when is your minecraft coming back the man vs
survival
January 16th, 2015 at 7:56 AM
You need to turn there lights on at night
January 16th, 2015 at 7:58 AM
wait a sec- Spiffy’s a SHE?
also, why not set everything up a notch to 1’s and 2’s and 3’s, so you can
use the 4’s for things they don’t need to do altogether?
January 16th, 2015 at 8:01 AM
Lightning caused wildfire. And you should mine walls and put there conduit
wall instead
January 16th, 2015 at 8:01 AM
PORTHOS!! Finally haha I liked the little trouble-maker!
Since he used to be a pirate, you should give him a cowboy hat and a duster
so he looks like an outlaw! It kinda reflects his personality
January 16th, 2015 at 8:02 AM
If you have issues with the parka situation, I would recomend just getting
jackets and button downs on everyone, and definately get the cowboy hats as
a HIGH PRIORITY for each person because they give +3 to the effects of
social interactions, including recruitment!
January 16th, 2015 at 8:03 AM
I think Stonecutting would come in handy. When you start mining the miners
are going to be hauling lots of stone that could be made into use, but you
need to research it. It’s better than wood I’m for sure.
January 16th, 2015 at 8:03 AM
HYDROPOMICS
Or u willz diez toz dathz in wintar kuz youvue ranee outee fud
January 16th, 2015 at 8:04 AM
Although I didn’t like the first few episodes, This series is getting more
and more entertaining. Keep up the good work!
January 16th, 2015 at 8:14 AM
You should research to grow food underground because food is a necessity
while you can survive without mining for a while.
January 16th, 2015 at 8:16 AM
Paul, i would suggest that you make more gun turrets. Incase a Big invasion
happens.
January 16th, 2015 at 8:19 AM
You should research hydroponics so that you can grow crops inside during
winter.
January 16th, 2015 at 8:34 AM
+paulsoaresjr While Hydroponics sounds useful, my opinion is that you’ll
get much more use with growing plants inside if you research the fertilizer
pump. The Hydroponic machines require constant electricity, and if you get
a solar flare (the event that disables electricity for a day), it’s almost
assured that any plants in them will die (regardless of how mature the
plant was). They also take up ‘space’ that colonists cannot walk over and
so have to have an open side for colonists to work with them (they’re 4×1
and a colonist needs to be able to reach all 4 locations).
The Fertilizer Pump, on the other hand, will turn the ground in a 5×5 area
into soil, regardless of what was there before (after it’s done, you can
dismantle the pump for resources), so it gives you the ability to grow
plants indoors and in caves, too, and colonists can walk over them just
fine like any other area where you’ve planted things. You can also use it
to clear out floors that you want to turn back into soil just for a
cosmetic look.
No matter which one you use, you still have to keep the planting area lit
(the sunlamp is awesome for this) and the plants need to be at the right
temperature. So overall, to me, the fertilizer pump leads to much more
growing room, uses less resources, and doesn’t suffer from the solar flare
= lost plants issue.
January 16th, 2015 at 8:36 AM
This game is amazing! I wish I could get it..
January 16th, 2015 at 8:36 AM
I would def research Hydroponics, Winter is coming! ;)
January 16th, 2015 at 8:36 AM