![]() ![]() To be clear: most of the events in the previous paragraph do not actually occur in Stranded: Alien Dawn. Even as a horde of evil squirrels assaults your home. Somebody might start throwing tantrums if you don’t let them worship a psychic tree. When faced with the unpredictable, how do you get things back on track (or perhaps take advantage of the situation)? Organ-harvesting raiders might attack during the harvest season, for instance, or someone under your care might suddenly develop an interest in cannibalism. This is where most of the fun of Stranded (and by extension RimWorld) actually occurs. Traits like an aversion to gore that makes one unwilling to treat other colonists’ injuries, or two characters deciding they hate each other, will throw wrench after wrench into any design you can concoct. Except, of course, that people are not machines. The obvious objective with these building blocks is to create a Rube Goldberg machine out of people - one that feeds and clothes and defends itself from giant alien scorpions with minimal intervention on the player’s part. Though you can order them around a bit when there’s a dire encounter: like alien animals attacking the settlement. They eat, sleep, and work according to a schedule you set for them, but otherwise aren’t (usually) under your direct control. Your semi-random “heroes” have traits and interests that make them better at things like construction and combat. You kick things off as a group of four survivors at the crash site of a starship. Yet anyone who plays both games will immediately recognize the comparison. Its somewhat plain 3D style calls to mind more traditional survival games like Rust, The Forest, and a hundred other such things instead. Nor does Stranded even look much like RimWorld. Yes, it’s hardly the first “colony sim” - that sort of halfway point genre where you manage the whims and needs of individual characters like The Sims mixed with survivalist base-building in the vein of Valheim - to follow in that game’s footsteps. If available, alpaca or megasloth wool are better options for bulk textile production.Ĭontrary to wool in real life, wool in RimWorld is more flammable than cotton, rather than less.Stranded: Alien Dawn sure owes a lot to RimWorld. This allows large flocks of sheep, and thus sheep wool, to be easily acquired and kept at almost any stage of the game. Sheep also beat out muffalo and bison in Per Day production, though barely. The benefit of sheep comes from the animal's low hunger rate, ease of taming, and lack of maintenance. Care should be taken, as all wools in RimWorld are exceptionally flammable. As furniture, it has a marginally better beauty factor than other common textiles. Compared to other wools, sheep wool has the worst insulation in heat and cold. ![]() This makes sheep wool clothes largely relegated to cold insulation for example, using it for parkas may allow pawns to wear other, less insulating clothes. In comparison, its heat insulation is lacking, at 19th of all textiles. But like other wools, sheep wool excels against the cold, offering the 8th best cold insulation. Shearing takes 1,700 ticks ( 28.33 secs), regardless of the amount of wool produced, and only modified by the Animal Gather Speed of the handler.Īlong with the other wools, sheep wool has the second worst protective stats of any textile in the game, only beating cloth by virtue of heat armor. Note that the amount of wool sheared scales with the Animal Gather Yield of the shearer. Sheep wool is acquired by shearing tamed sheep - each sheep can be sheared every 10 days for 45 wool, for an average of 4.5 per day. Sheep wool is a type of fabric gathered by animal handlers by shearing tamed sheep. ![]()
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