You don’t necessarily want fires ignored until they’re right up on the fence. This is just a problem caused by having a single colonist; generally a colony will end up with a low-skill worker who mostly hauls and cleans.
One possibility is creating a “cleaning” zone that’s distinct from your home zone. On cleaning day, set cleaning priority to 1 and restrict your guy to the cleaning zone. When he’s done, reset his permissions and turn cleaning off altogether.
Agreed about the fires. Right now I just micro it, which works but is annoying. I guess I could use multiple zones, but I’d really like to set them per task rather than manually changing them.
Hmm, what’s the farthest distance a fire can jump? Maybe I should just pave over everything close to the fence…
My cannibal base (I’m splitting my play time between a tribal cannibal save and the older Kibbutz save) just got very lucky with some events. First, I had a creepy guy show up and ask to join; I captured him and found out he had a very powerful Charge Lance which I added to my arsenal.
Then, I got the option to recruit a lady with decent fighting skills and some modern equipment (including a backpack turret) in exchange for saving her from an Empire attacker. We took the deal, and a guy in Cataphract armor with an advanced assault rifle (riding an ox for some reason) showed up.
I threw a handful of slaves armed with hatchets and clubs at her while my real soldiers flanked around the side. She killed one and injured two others, but in that time I shot her with the charge lance and other weapons and she finally went down. I even managed to capture her alive.
And finally, a traveller asked me for help against a pack of rampaging Pachycephalosaurus in exchange for joining the colony. We took him up on it, and it turns out that he’s actually a Sanguophage, specifically a Strigoi from the Races Expanded mod for that xenotype. So he needs lots and lots of blood, but is equally happy with human and animal blood, and he’s very good in melee.
I don’t think providing him with blood will be any issue, considering how many prisoners flow through the colony. But he will also need a Deathrest casket, and that’s an expensive tech to research for a bunch of tribal savages. So far, all we’ve figured out is basic furniture and advanced clothing.
That said, I got lucky with an early caravan selling a textbook about electricity, so I’ve nearly unlocked that tech for free just by letting colonists read about electricity in their free time.
I woke up today and realized that last night when I saved my game I’d sent my caravan from the Empire outpost whose location I got from the Deserter quest to a random food outpost on the way home for raiding. And it suddenly clicked for me that I’d never picked up the two psylinks that were the whole purpose for going there in the first place.
I’m almost tempted to use console commands to cheat in the items I missed out on. My understanding is that it would take literal years to get more of those psychic items naturally.
I just noticed that Vanilla Events Expanded can be used to turn off events. Have a mod you like except it adds some event(s) you’d rather not deal with? Go into Mod Options and disable the event(s)!
Oh, I didn’t realize that. I currently have VE disabled as I don’t currently have the other Vanilla enabled, but I DO have a “no thunderstorms” mod running; would VE allow turning that event off?
So I ended up restarting both my Cannibal Tribal run and my Kibbutz run. Instead of the jungle, I’ve embarked on a desert/tundra border lake for Tribals and on a temperate forest/temperate swamp border with a road for my Kibbutz. There were a few decisions I made (like giving the Tribals separate cabins that didn’t share walls, meaning adopting climate control would be painful) that I wanted a redo on, and I also figured it would be more fun to settle somewhere that doesn’t have a year long growth cycle. I also disabled a lot of content on those starts (like the Empire) because I was afraid it would totally dominate the storyline I can build; but with a better understanding of the game, I am less worried about that now.
I figure my Kibbutz will basically just peacefully coexist with the Empire while the Cannibals will very loosely align with the deserters. Maybe I will do a dedicated Nobility run at some point.
I’m also continuing to tinker with my mod list, which has been a lot of fun.
I’ve been playing for a few days now so I have various stories to share about both runs, I’ll do that here and there.
That’s basically all I’ve been doing after noticing I have no trees where they should be. I’m close to a final mod list, at least until ReGrowth 2 gets more biomes.
Not only am I solving my tree issue, there was also a kitchen/workshop problem. Something had been causing them to be swapped (i.e.: the game was considering my kitchen to be a workshop and my workshop to be a kitchen).
Things are going well with the Kibbutz run. I happened to have a large, nearly complete rectangular ruin on the map I spawned in on. I patched it up with some wooden walls and had a huge hall to work around. I’ve been able to expand it with a kitchen, butcher, and freezer area; sleeping areas; and some dedicated workshops. Outside, I have plenty of farms, and I’ve found that taming the local Ornithomimus, Gallimimus, and Struthiomimus population has been working really well. I have a big pen with the various bird mimics running around; and they’re big enough to ride (a bit like an ostrich, I imagine) which has been a huge boon. I don’t have many fighting capable colonists in that run, so being able to kite enemies from atop a fleet footed dinosaur has been fantastic.
The cannibal run on the other hand is a bit rougher. I’m still getting used to the UI and to dealing with allowed foods and drugs. For now, I often end up with prisoners eating through all my Fine Meals while almost everyone is injured from fighting raids or berserk prisoners. I think I’ve finally figured it out.
So my cannibal run is back to around where I left off the prior run: I just raided the Empire’s outpost (and actually took the neural uplinks this time).
With Vanilla Psycasts Expanded, there’s a ridiculous level of power at play, so on the recommendation of the YouTuber I first found the mod through (MysteriousFawx, he has tons of mod breakdowns for RimWorld) I set XP from meditation to 0 so that psylinks and anima trees are the only way to advance Paycasting, and I’m sticking to one Paycasting tree per colonist. Currently my tribe’s leader is the one with the first psy power - in the Death tree. I’ll probably spread these new links around so I can get more colonists meditating at the Anima tree so the grass grows a bit faster.
The raid itself was a much bigger challenge. I’ve done this quest on two other runs, both times the outpost had 1 enemy and a turret. As long as I approached the enemy from the side of their building that the turret wasn’t on, it was easy.
This time there were three enemies - two with long range assault rifles and one with a monosword and a shield belt. It was a massive pain to take out the base, but I finally managed it by sneaking into the midst of their buildings while they were indoors and then ambushing them the moment they came out at close range; then running from the melee guy while splitting up and having whoever he wasn’t chasing unload on him.
Meanwhile, I picked up an Animal tree Phytokin from a quest. I need to get her on board with Cannibalism, but she could definitely help my colony’s burgeoning Psycasting potential.
I love those! One of my favorite maps from 1.3 spawned with a very large and nearly complete, but virtually empty, abandoned base. Four large rooms, which I subdivided, bisected by two wide hallways in a cross pattern. Whoever had the base previously had installed a nice, large sculpture in the crossover.
I made some unforced errors on my Cannibal run that are quite annoying, but I think I’ve mostly pulled through.
So I sent three of my best fighters (including the head healer/grower) to hit a few sites one after the other: a hunting camp, a mining camp, and an abandoned human genetics lab.
Unfortunately, I didn’t factor in enough food for the prisoners I’d be taking, so by the time we got home (hauling plenty of gene packs and tools) everyone was just a little malnourished. Oh well, no big deal.
What was a big deal was that soon after the best fighters left a mechanoid swarm deposited itself on my doorstep. I had to take it out with second and third rate fighters. That actually proved easier than I thought it would be, but my cook and one of the best melee fighters had her kidney destroyed by a plasma bolt. She survived and started to heal, but then caught an infection. I didn’t have anyone with more than 5 medical at home, and even allowing them to use looted Glitterworld meds didn’t work; the cook died at 98% immunity.
This was actually fairly devastating because the cook was one of my starting colonists, a very good cook, the only cook with more than 5 skill and thus able to make fine meals, and even worse - I managed to bury her with her shield belt still on. That’s basically impossible to replace at this tier!
It’s not all doom and gloom though. I found three new recruits: two people with bat genes from the camp I raided, and a Venator (basically humans modified to be like the Predator) who joined in exchange for their enemies setting off an EMP on me.
Oh, speaking of electricity - I haven’t built any yet, so the EMP is useless, but in the time it took me to research Basic Construction and Advanced Clothing (two super low tier techs) my colonists figured out electricity by recreationally reading an Electricity for Dummies book I bought off the first caravan.
I had been hoping to play yesterday but, whenever I got close to finalizing my mod list, map generation would hang. So, now I’ve rolled back my list quite a bit and some mods will be left out.