RimWorld Alpha 8 E08 “Forest Fire!” (1080p60)

RimWorld Alpha 8 E08 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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Filed under paulsoaresjr : Comments (20) : Jan 16th, 2015

20 Responses to “RimWorld Alpha 8 E08 “Forest Fire!” (1080p60)”

  1. OverLordFreshGains Says:

    keep the prisoner, that way your warden trains his “wardening skill”

  2. COPELAND MUNNERLYN Says:

    you need to make sure that you put roof zones on your buildings and make
    better defenses

  3. Thomas Gideon Says:

    Crafting may be very important in the next version, as there will be
    durability loss from wear and combat.

  4. Sapphire Crook Says:

    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. 

  5. Mega2025 Says:

    love this so much and when is your minecraft coming back the man vs
    survival 

  6. BB Films ATX Says:

    You need to turn there lights on at night

  7. Rippertear - HD Daily Gaming Videos Says:

    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?

  8. Ante Blašković Says:

    Lightning caused wildfire. And you should mine walls and put there conduit
    wall instead

  9. Draven Hughes Says:

    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

  10. nick11crafter Says:

    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!

  11. Hunterr4408 Says:

    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. 

  12. Rafael Olivera Says:

    HYDROPOMICS
    Or u willz diez toz dathz in wintar kuz youvue ranee outee fud

  13. Likidel Kaser Says:

    Although I didn’t like the first few episodes, This series is getting more
    and more entertaining. Keep up the good work!

  14. Parker Craft Says:

    You should research to grow food underground because food is a necessity
    while you can survive without mining for a while. 

  15. jeppeaap Says:

    Paul, i would suggest that you make more gun turrets. Incase a Big invasion
    happens.

  16. SlurpiFroggiGaming Says:

    You should research hydroponics so that you can grow crops inside during
    winter.

  17. firedale2002 Says:

    +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.

  18. ✧: ϟ -ᔕᗩᕈᗴ- ϟ :✧ Says:

    This game is amazing! I wish I could get it..

  19. kongering Says:

    I would def research Hydroponics, Winter is coming! ;)

  20. paulsoaresjr Says:

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