![]() Oh cool, it's released earlier than I expectedĭeketh fucked around with this message at 15:28 on Oct 21, 2022 ![]() I also don't really need a reactor, I'm stable on geothermal + biofuel (drowning in extra crops) + supplemental solar. Mod doesn't really tell you up front that I can see I have a ton of space outside my current walls where I could dismantle the pillboxes on a side and build its own enclosure, just have no idea how much space I'm looking at with this. ![]() I'm going to drown! For no reason at all! I loaded up my 40k colony for one last look-around before Modageddon and within 5 minutes something called a Summit Crab one-shot my colony leader by caving their head in with a mighty claw.įine, I get it, welcome to retirement 40k colony. Plus the you also need a lot of room for heat exchangers to ensure the reactor doesn't melt down. It also needs a fair amount of space for the reactor itself that becomes basically a dead zone from radiation hazards. It needs a R&D lab separated away from anything important in case poo poo blows up. It needs a dedicated research room with its own specialized workbenches. Out of curiosity: how much space does RimAtomics stuff take up? Never actually touched the mod, but I have a roughly 32x32 space inside my base walls that I have no other plans for, so thinking about making use of that.īelieve you'll probably need more space than that to be comfortable, but you could probably cram it in Staying on this version until the critical stuff gets updated or this colony fails, whichever comes first. Finally got my colony to the point where I can spare enough people to run caravans, so hopefully we'll be thriving soon. May be the only person who's staying on 1.3 for now, I guess. So you can quite easily set up food production based on the number of colonists you have! And it accepts "colonists" as a viable variable. It lets you put math in the fields for bills and stuff. Trawling the workshop in the final hours before the expansion drops, looking for updated and new stuff when I come across this: Math!. The most virtuous child in the entire world. Slapping that one obscure A-17 mod that was never updated into my 1.4 modlist: This is fine. Yeah I wiped my mod list and started from scratch when the announcement was made Will see what (if any) essentials I can roll with on launch but happy to go in relatively vanilla for this. I've cleared house and gotten rid of all my mods so I can start fresh. Of course this doesn't help much if your favorite mod was made by someone who's now MIA, but if it's popular someone will probably fork it sooner rather than later. It was pretty easy with Ideology too, it was really only Royalty dropping out of nowhere that broke things for a while. Having the beta patch available for two weeks helped streamline that a lot. To be honest a whole lot of major mods are already updated. For me its probably going to be months for mods to be updated and abandoned mods to be picked up by someone else. Gonna go full vanilla while I wait for my litany of race mods to get updated.ĭUMB IGNORANT MANCHILD WITH NO SENSE OF PERSPECTIVE OR INTELLECTUAL CURIOSITY AND DAMN PROUD OF ITĪsk me about being 30 and hiding behind my 1.1 GPA as a shield for why no one should ever contradict meįor you all, the expansion drops in a few hours. The body part thing can be toggled in the settings I think at least. The overall design seems carefully thought out and coded well, but I didn't like having to wait until late game to even start on training people and it actively discourages you from artificial body parts (an indirect buff Body Purists sorely need to be fair), which is a tall ask when I could be getting field hands and such quite early off traders. I tried it a while back and gave up because of how back-loaded all the content is. Talking about mods, has anyone any impressions or experience with PsiTech? It's like the only "powers" mod I haven't tried yet, and with purging my mod list for 1.4 and it being already updated for it, I'm thinking of giving it a try.
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