![]() Building jobs fail, they take forever to do JobXX, there aren't any cobblestone paths to speed up necessary travel, Planting/Cuttting takes forever, etc. In the very early stages of gameplay, though, pawns are involved in doing all sorts of things that take time and their skills are usually low in some critically needed skill. (Especially the latter if I get an Infinite Chemfuel generator during play.) Sometimes I have both a wood and a chemfuel generator. I incorporate at least one fueled Generator somewhere in my grid and keep it fueled throughout gameplay. ![]() They're just too darn useful to fully ignore, IMO. I can easily see why you'd disagree if you like to use Generators from the start.īut. though I will agree that is probably much more common than the way I do it. Originally posted by desrtfox071.I almost never use batteries, so I disagree with the "Batteries should be the first Tech the player rushes" statement. Obviously, YMMV, but that's my way of doing things. I just go straight from generators to wither water power or geothermal or both. I can instead be using those components for much more important things, like actually generating enough power, or a million other things. ![]() I have much better things to do with components than spend them on devices that act only as a buffer. I dislike batteries because they're basically a waste IMO. So, yeah you have to refuel, but it isn't really that big of a deal unless you have a ton of them spread apart. While it is true that generators need to be filled, a typical fully fueled Wood generator lasts about 3.5 days on a single fueling, and the ChemFuel generator lasts almost 7 days. I almost never use batteries, so I disagree with the "Batteries should be the first Tech the player rushes" statement. Early in the game that may be a case of "one too many" things for pawns to have to do for some players. I do use them, but use them for supplemental power until I can get a good Geothermal network going.Īdded note: The downside of fueled Generators, as has been pointed out in some other threads, is that they require "Fuel" and require the pawns to actively supply that fuel. I probably should experiment with that a bit more. I don't usually go the "Generator" route at first. "Typically" meaning an experienced players initial starting activities. Typically, while occupied with the other initial gameplay stuffs, the player isn't going to be able to build many Solar Panels/Wind Generators before they can build/research Batteries. I'd agree, but Batteries should be the first Tech the player rushes. No discussing pirated versions of the game.Originally posted by M.K.Unless coupled with batteries. If you post a screenshot, please point out what you want people to look at in the image or explain in the comments. RimWorld Relevance/Meme & Low-Effort Content Policy. Streams and let's plays may be posted in r/RimWorldStreams Self Promotion: Guides are OK, Let's Plays are not. Absolute NO sexual content involving minors under the age of 18 is allowed, period. Do not discuss details of RJW content in comments unless the post has the TW:RJW flair and NSFW tag. Please add the TW:RJW flair and the NSFW tag to all posts containing RimJobWorld content. Do not link to NSFW content hosted off-site, including mods. Do not misuse the NSFW tag when it's not needed. Maintain an atmosphere of respect and never personally attack anyone.Īll posts containing sexual content or realistic nudity must be tagged NSFW in both comments and posts. Reddit's Content Policy must be observed at all times. Official subreddit for the console version! Buy RimWorld and the DLCs! 1.4 - Biotech DLC Announcement Live Help Thread Steam Workshop Q&A Threads Fan Art Fan Comics Monthly Subreddit Challenges 2020 HP Interview with Tynan DEV BLOG OFFICIAL SITE OFFICIAL WIKI STEAM PAGE RimWorld FAQ Modding FAQ Non-Official Discordįollow standard reddiquette.
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