Uploads by Mayoculpa

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Date Name Thumbnail Size Description Versions
07:29, 14 May 2020 Strategic zoning 2.jpg (file) 102 KB Zoning a large number of colony animals close to the mechanoid ship awakened them. Colonists were able to fire from cover while the mechanoids attacked animals close to them. Boomalopes' death explosions caused significant damage. 1
07:27, 14 May 2020 Strategic zoning 1.jpg (file) 330 KB Boomalopes and various expendable animals are zoned into a small area surrounding the mechanoid ship part. 1
22:42, 12 February 2020 Poison ship 2.jpg (file) 191 KB Though some nearby plants were killed by the poison, once the ship is defeated new crops can be sown. 1
22:40, 12 February 2020 Poison ship 1.jpg (file) 341 KB Having pawns manually extinguish fires around a crashed ship part does not cause the mechanoids to emerge. 1
15:44, 10 February 2020 Cooler break-in.jpg (file) 85 KB Building a cooler in an exterior wall leaves a vulnerable spot which raiders will exploit. 1
17:58, 4 February 2020 Work bill simple meals.jpg (file) 143 KB Rich explorer Lamb has very low cooking skill. If Lamb's skill increases or if she recruits another colonist with Cooking 6, the bill at the top ensures fine meals will be cooked first. The simple meal bill in the middle, as shown in its detail window, is set to only use perishable meat ingredients. If there is no meat available, the third bill will allow her to make simple meals from vegetables. 1
18:20, 3 February 2020 Growing zone example.jpg (file) 166 KB Selecting a growing zone lets you expand, shrink or delete it, select which crops to grow and allow or forbid sowing. Double-click an empty tile in an existing growing zone to highlight all growing zones in the visible portion of the map. This makes it possible to quickly forbid sowing in the fall, or allow it again when the growing season is about to start. 1
18:05, 3 February 2020 Work priority example.jpg (file) 176 KB Manual work priorities for a modestly sized colony. Squares outlined in red mean the colonist's skill is very low; they will work slowly, produce poor quality items or be unable to perform some tasks. Squares outlined in gold mean the colonist's skill is very high. 1
17:46, 3 February 2020 Spike trap accidental step.jpg (file) 260 KB Colonists and tamed animals have a small chance to accidentally trigger a spike trap when walking over it. Building doors that allow quick access can make this less likely. 1
06:44, 3 February 2020 Volcanic winter sunlamp.jpg (file) 67 KB In an extreme desert, a backup sunlamp on an unroofed crop field may be an acceptable risk during volcanic winter. Not recommended for any biome that has regular rain or snow. 1
20:30, 2 February 2020 Low priority stockpile.jpg (file) 115 KB Low priority stockpiles handle overflow from other storage. For example, if your colony has had a big harvest, a low priority stockpile can let your haulers bring the food indoors so it won't deteriorate. When supplies are scarce, a low priority stockpile will empty out as colonists move items to where they are needed most. 1
20:28, 2 February 2020 Normal stockpile.jpg (file) 107 KB Normal priority stockpiles provide general storage for items of a certain type. This might mean keeping food items in the fridge where they don't spoil, keeping trade goods within range of the orbital trade beacon, etc. 1
20:25, 2 February 2020 Preferred stockpile.jpg (file) 77 KB A Preferred stockpile is for items that are good to have in a certain place, which should be refilled before general storage. Haulers will still take items away from a Preferred stockpile if the higher priority stockpile zones run low. 1
20:22, 2 February 2020 Important stockpile.jpg (file) 83 KB An Important priority stockpile is something that will be used a lot and need to be refilled often. This one-tile Important stockpile next to the stove provides the cook with meal ingredients. 1
20:19, 2 February 2020 Stockpile critical.jpg (file) 241 KB A one-tile Critical priority stockpile is good for delivering emergency supplies. Once the emergency has passed, that stockpile can be deleted or set to a lower priority for later use. 1
18:21, 30 January 2020 Wall with trap line.jpg (file) 190 KB A perimeter wall with spike traps. Doors allow safe colonist access for both battle and construction. 1
17:21, 30 January 2020 Freezer example.jpg (file) 67 KB A double-walled freezer. An airlock entrance helps retain temperature as pawns go in and out. The vent allows the cooler to be turned off during the winter. The cooler is close enough to the generator stack that no conduits are needed, which prevents Zzzt. 1
23:15, 29 January 2020 Bait tables 2.jpg (file) 62 KB Raiders will try to smash player-build structures left out in the open, such as wooden stools. This can be effective at luring them to step on traps or get into positions where defenders can easily fire on them. Or both! 1
22:31, 29 January 2020 Planned infestation.jpg (file) 269 KB A "bait cave" mined out and prepared for an infestation. Stone walls and doors surround a small section of wooden walls, two incendiary IEDs and a stack of chemfuel accelerant. No insects survived. 1
16:05, 29 January 2020 Ice sheet steam geyser shelter.jpg (file) 125 KB A basic shelter for day 1 of an Ice Sheet Naked Brutality run. 1
16:50, 24 January 2020 Raid defense naked brutality.jpg (file) 326 KB Shooting at a raider, then retreating so the enemy paths across a spike trap, is a reliable defense strategy for Naked Brutality starts. 1
16:38, 24 January 2020 Campfire work bills.jpg (file) 173 KB An example of how work bills can be set for efficient meal production in an early Naked Brutality game. 1
17:16, 1 August 2019 Ship part safe build radius.jpg (file) 56 KB 14x9 tile rectangle, extra 1x6 rows along the top and bottom and 1x3 columns along the sides, centered on the ship. Building inside this radius will crack open the ship as if it had been fired upon. 1
21:50, 1 May 2019 Steam geyser heat.jpg (file) 159 KB Walling a steam geyser for winter heat. In warm weather the roof is removed. When this screenshot was taken, the outdoor temperature was -34C and the central hallway was -21C. 1
14:32, 26 April 2019 Tribal poison ship.jpg (file) 63 KB A quick-built ship part defense structure using sandbags and stored spike traps. Likely safe build radius marked with the plan tool (needs testing for diagonal distance). This plus existing base defenses enabled tribal characters with no armor and a fe... 1
19:36, 17 April 2019 Fight emu.jpg (file) 108 KB 12 melee skill pawn vs maddened emu. 1
15:12, 16 April 2019 Rimworld tribal start tech 1.jpg (file) 133 KB Lost Tribes begin with these technologies researched. Costs for Industrial and later projects are increased. 1
16:25, 11 April 2019 Distraction tables 3.jpg (file) 157 KB A mechanoid lancer detoured to the upper edge of the map to burn down a wooden stool when no colonists were in sight. 1
16:24, 11 April 2019 Distraction tables 2.jpg (file) 60 KB Raiders stop on the way to a base to burn down "bait" furniture on a bridge - in this case a wooden stool. A wood spike trap on the platform also injured the raider. 1
19:10, 8 April 2019 Distraction tables.jpg (file) 305 KB cropped 2
19:20, 2 April 2019 Zero conduit freezer.jpg (file) 34 KB Wind turbine with adjacent battery array powering a freezer. The batteries are outdoors but under a roof. This layout does not use conduits (thus, no Zzztt). There is a battery storage stockpile in the freezer, and a "charging station" at the end of th... 1
19:27, 27 March 2019 Animal haul 2.jpg (file) 110 KB Here the task priority drop-down shows an animal hauler's queued tasks. The cougar is going to bring the raider to the dumping stockpile and then eat him. This is a useful option for any omnivorous or carnivorous hauling animal, and a necessity for wargs. 1
19:24, 27 March 2019 Animal haul example.jpg (file) 92 KB A cougar trained to haul about to haul a raider corpse. 1
15:43, 27 March 2019 Infestation ancient shrine.png (file) 2.29 MB Proliferating insect hives destroy their surroundings. Here they have breached an ancient shrine. 1