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[-] ImplyingImplications@lemmy.ca 17 points 2 years ago

Just pretend they received an evacuation notice due to wild fires!

[-] CookieJarObserver@sh.itjust.works 7 points 2 years ago

I mean... Thats Kinda your fault for not building anti fire corridors...

[-] TheWeirdestCunt@lemm.ee 7 points 2 years ago

You didn’t send them out in a caravan, you sent them out to “resettle”

[-] FordBeeblebrox@lemmy.world 2 points 2 years ago

One reason why cargo transport pods are one of my favorite mods, build a landing pad at home base then I can airdrop folks anywhere on the map to explore

[-] ssorbom@lemmy.world 3 points 2 years ago

Yeah, but they still have to have enough resources to build a landing pad to get back. I only just recently attained the research necessary to build these, and I realized I don't have any biofuel! So now I have to distill that too.

[-] TheVillageGuy@rimworld.gallery 2 points 2 years ago

You send those resources in a pod as well. There's plenty of ways to make chemfuel cheaply. Thing is, they'll still not be on the tile that's burning

[-] Dubious_Fart@lemmy.ml 2 points 2 years ago* (last edited 2 years ago)

This is why you gotta make firebreaks. Cheapest and easiest is to just pave like 4 tiles out from your walls, to keep fire off your walls.. obviously with stone or other non-flammable tile.

a bigger project would be to surround your base in an outer non-flammable pavement/wall to protect crops/tree harvests.

Best, most resource intensive method is to segregate the map into grids/chunks with walls/pavement, so a fire cant spread out of its grid and leaves most the map untouched.

[-] TheVillageGuy@rimworld.gallery 2 points 2 years ago

I need all of those trees for my traps. What trees? Yeah, well...

[-] Jorgelino@lemmy.ml 1 points 2 years ago

2 tiles wide is enough to stop fires.

[-] TheVillageGuy@rimworld.gallery 2 points 2 years ago

Fires can actually jump 5 tiles since 1.2 iirc. It used to be 3

this post was submitted on 08 Sep 2023
48 points (100.0% liked)

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