CorianderBubby,

Growing:

Sun lamps are on a separate circuit with only the windmills and solar panels since they take power and batteries. Heaters are on the main circuit of the base. Campfires are pre-built and forbidden, so if we have a solar flare, my builder can go light the fires very quickly and save the crops from dying of cold weather (Tundra). I built the setup on a patch of rich soil, so I get year-round growing except for eclipses and solar flares

Weapons:

Combat extended, Gun Nut, CE Guns, CE Armory. (from top left colonist to bottom right) FN Scar-H SOF, AKM-103, RPK, Lee Enfield, Lee Enfield, Saiga, Saiga, MP7. Plans to add Sig MCX, Honey Badger, PKM, Fightlite, etc. once I get the research finished

Bradley_,
@Bradley_@rimworld.gallery avatar

Wow, is that ebough growing area for 8 people + animals?

CorianderBubby,

For the most part yes. I toggle each growing plot as needed if I need more food, or cotton, or healroot, etc. I am also still doing a lot of hunting and turning it into survival meals to either eat in emergency or to sell. I might add a 4th sun lamp on the top right of those three, so I can do more devilstrand and psychoid

TheVillageGuy,
@TheVillageGuy@rimworld.gallery avatar

I would recommend at least one firefoam popper for your growing area. Do you have a plan for the circular open space?

CorianderBubby,

I will definitely add a few poppers in but I haven’t prioritized researching them just yet. If I lose all my crops it will be okay because I have backup pemmican and survival meals

No plans yet, just built it for space to expand. I’ll probably do a few more mortars, the transport pod area, ground penetrating scanner, and maybe the ship there or maybe in the rectangle on the right (which used to be the ancient danger)

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