Editing Events Guide
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | {{ | + | {{stub}} |
+ | {{Image wanted}} | ||
+ | {{Delete|reason=Incomplete, out of date, and mostly redundant with [[Events]]}} | ||
{{TOCright}} | {{TOCright}} | ||
Line 107: | Line 109: | ||
If you don't have the technology to make these then you should rotate your outdoor workers in shifts so they have time to recover between exposure to heat. | If you don't have the technology to make these then you should rotate your outdoor workers in shifts so they have time to recover between exposure to heat. | ||
− | Make sure you have enough coolers to keep cool even in the middle of a heat wave. In tribal starts it may be worth it to | + | Make sure you have enough coolers to keep cool even in the middle of a heat wave. In tribal starts it may be worth it to research passive coolers in order to cool down rooms before you have electricity. |
=== Freezers === | === Freezers === | ||
Line 136: | Line 138: | ||
A highly disruptive event that shuts down all electrical devices with electromagnetic pulses. Its disruptive potential is magnified should another event coincide with it, such as heat waves, and the fact that it cannot be countered (i.e. no ways to prevent shutdown of electronics in the basegame) does not help either. Devices not using power are immune. | A highly disruptive event that shuts down all electrical devices with electromagnetic pulses. Its disruptive potential is magnified should another event coincide with it, such as heat waves, and the fact that it cannot be countered (i.e. no ways to prevent shutdown of electronics in the basegame) does not help either. Devices not using power are immune. | ||
− | It chiefly affects | + | It chiefly affects early-mid to late-game colonies that have electric appliances in them. Colonies extensively reliant on electricity, such as those using hydroponics farming or [[turret]]s, are especially affected. |
=== Crops === | === Crops === | ||
− | Plants in a shut down hydroponics system will die | + | Plants in a shut down hydroponics system will quickly die. Manually harvest them before they wither completely. |
+ | |||
+ | Plants growing in a sheltered greenhouse with a sun lamp but not hydroponics won't grow during the power outage. If your colony is reliant on heaters and the temperature dips low enough they may die, but this can be prevented camp fires. | ||
=== Fueled alternatives === | === Fueled alternatives === | ||
Line 149: | Line 153: | ||
=== Freezers === | === Freezers === | ||
− | Another structure hit hard with flares, freezers will stop functioning completely | + | Another structure hit hard with flares, freezers will stop functioning completely, as opposed to heat waves in which a well-built freezer may still be able to retain sub-zero temperatures. |
Double-walling freezers help keep in the cold for slightly longer. | Double-walling freezers help keep in the cold for slightly longer. | ||
Line 155: | Line 159: | ||
=== Temperature control === | === Temperature control === | ||
If temperatures are outside comfortable range, you can remedy this using the more traditional campfires or passive coolers. However, since solar flares don't last too long, this may be worth the effort only if colonists are at serious risk of hypothermia or heatstroke. | If temperatures are outside comfortable range, you can remedy this using the more traditional campfires or passive coolers. However, since solar flares don't last too long, this may be worth the effort only if colonists are at serious risk of hypothermia or heatstroke. | ||
− | |||
− | |||
− | |||
== Toxic fallout == | == Toxic fallout == | ||
Line 168: | Line 169: | ||
=== Hunt quickly === | === Hunt quickly === | ||
− | For approximately the first day of toxic fallout, wildlife can still be hunted and butchered. When the animals' toxic buildup gets too high, they will instantly rot upon death. After the first few days any surviving wildlife will flee the map entirely. Get all the meat you can while it's still possible to do so | + | For approximately the first day of toxic fallout, wildlife can still be hunted and butchered. When the animals' toxic buildup gets too high, they will instantly rot upon death. After the first few days any surviving wildlife will flee the map entirely. Get all the meat you can while it's still possible to do so. |
=== Plan ahead === | === Plan ahead === | ||
Line 192: | Line 193: | ||
Volcanic winters won't kill plants outright, but it still has the potential to kill plants should the temperatures drop. You may want to expand your growing zones so you can keep up food production. | Volcanic winters won't kill plants outright, but it still has the potential to kill plants should the temperatures drop. You may want to expand your growing zones so you can keep up food production. | ||
− | Like cold snaps, building warmed and | + | Like cold snaps, building warmed and lighted greenhouses can help with crop growth during volcanic winters. |
== Poison Ship == | == Poison Ship == |