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Messages - Logiwonk

#1
Thanks for the tips Canute, I'm doing a medieval + Rim of Magic game right now to learn Rim of Magic, first time using it. It seems like there are a lot of ways to keep folks at a distance. I was originally thinking a low magic/might user to regular pawn ratio, would likely have to go with all might/magic characters if I was fighting zombies.
#2
After some experimenting with the core mods, I think Zombie Apocalypse is not going to work, it forces you to wall in early and at lot of medieval period damage potential comes from melee which is very high risk with zombie, especially before your durid is trained up to regrow limbs.

I think if I'm going to realize this vision I would have to make a mod with dependencies on Rim of Magic that caused periodic necromancer attacks.
#3
I haven't played the Mars mod, but I have some knowledge of space life-support systems from my college work.

No atmosphere (as opposed to thin Martian atmo) would have the following implications:
- Need protection when you're outside (EVA suit, marine armor with helmet, etc) several other people and at least one mod have touched on this.
- No protection outside should impose a massive mood debuff (to simulate panic) and escalating damage based on asphyxiation, capillary rupture, and very cold temps (although heat loss is not as rapid as you would think due to lack of conductive or convective heat transfer)
- It should be possible to survive brief (i.e. a minute or two of hard vacuum exposure) but most people would experience this as a severe psychological event and pawns would likely have to be sedated for treatment (in RW) to prevent breaks (please see this article on dogs in hard vacuum
- Depending on the quality of the protective suit there should be a chance for leaks causing panic and slower damage than hard vacuum
- The habitat would be at risk of leaks as well
- NO, I repeat NO combustion of anything in the habitat (no smoking, no fueled anything) because it eats O2 like a pig and is a fire danger
- Fire on a spacecraft is extremely dangerous, and almost invariably fatal if using a 100% O2 atmosphere, please read about the Apollo 1 disaster.
- Pawns will have to be in EVA suits 24/7 until they have (at a minimum): Airtight space with heater, cooler, O2 source, CO2 remover, and dehumidifier.
- Need tracking of O2 and CO2 at a minimum (as others mentioned need enough O2 and not too much CO2) like the mars mod, also need a variety of tools/buildings for controlling this:

Some examples of O2 / CO2 buildings:
02: Oxygen candles, pressurized O2 canisters, hydrolysis of water (O2 and H2), biological systems such as algae farm
CO2 (removal): Lithium/Sodium hydroxide canister scrubbers (consumable), biological systems such as algae farm, regenerative carbon scrubber (like on the space shuttle)

Also, if your habitat or spacecraft is in a vacuum then there is very different heat transfer with the environment. Assuming you are on a planetoid you can exchange heat by conductive means with the planetoid, but no conductive/convective transfer with the vacuum. So you have to rely on radiative heat dissipation techniques (or you could do reverse geothermal and pump the heat into the planetoid with loops of coolant) and you will also need heaters periodical (depending on solar radiation the heat / cooling needs will vary a lot during the day/night cycle).

Also, spacecraft have to manage water vapor closely which might be tedious for a game but could give you a source of water for the hydrolysis. Keep in mind living creatures produce water as a result of degradation of carbs (but not in huge quantities). So for greater realism will need to simulate a water cycle with waste capture because the O2 / water cycles are inextricably linked in closed environments.

Hope that helps.

So on the simulation end, would preferably be able to simulate water / temperature / O2 and CO2 content.
#4
Rimworld is the best value for money game I've ever bought. Full stop. I've been playing it for years now and probably have at least 400-500 hours into it. It's one of my go-tos and anytime you get bored you can switch things up by downloading some new mods and setting new goals for the playthrough. Go watch Rhadamant's Youtube series and you'll get and idea of how much of a blank canvas this game can be.
#5
@Canute Thanks for the recommendations. I like the Zombie apocalypse because of the limb infection mechanic that allows you to amputate to survive the infection. I always use a storage mode, usually something like stack XXL + deep storage.

I think the Lord of the Rims mod is a cool idea but I want to stay away from the Tolkein content for this playthough I'm designing. I do intend to do a dwarven city playthrough with it at some point however.
#6
The Rise of the Necromancer

I'm currently putting together a game setup / modlist / scenario inspired by some of Rhadamant's RW playthroughs, would appreciate folks input on designing the modlist, scenario, and goals of the playthrough.

The goal is to have a medieval only world (no spacer content), a medieval times mod based medieval tech supplemented with Rimworld of Magic for a true fantasy playthough and with Zombies as the major obstacle to overcome/deal with.

Lore - Magic has returned to the world and the Necromancer has risen and is waging war against the living. He has conjured a plague that makes the dead walk. You start as a band of individuals running from a castle decimated by the living dead. Your task is to build a bastion against the horde of undead.

Currently core mods for this are:
Medieval Times - Core medieval tier tech
Rimworld of Magic - Core magic
Rimword Zombie Apocalypse - Core zombie functionality
Rimworld Medieval Edition - Forbids tech levels beyond medieval

Current Add ons:
Mending and Recycling (Medieval)
Lots of QoL mods
Vanilla Faction Expanded Core + Medieval (for the storyteller and the wine)
Lots of VGP mods (some content disabled by RW medieval edition)
Some mod that adds big gates (blast doors disabled)
Gloomy furniture mods
Floor mods
Some combo of storage mods
DeepRim for deep mining (can't go out for resources cause of zombies have to go down)

Scenario Conditions - Forbid Incidents (all spacer / technology related)

Concerns
1) For those who are experienced with Rimworld of Magic, do you think Zombies will hamstring the player faction by blocking caravans?

Goals - Still need a big goal. Thoughts:
1) Ideally, mount an attack on the Necromancer's stronghold and fight through waves of undead to slay him in his keep.
- No idea how to accomplish this short of making a custom mod to mod in 1) a new faction and 2) a pre-scripted fortress. If I were going to take this route it would also make sense to block zombie events from the Zombie Apocalypse mod and make instead zombie attacks from the Necromancer's faction (so that if you defeat the Necromancer, the zombie raids stop). Of course I would have to learn how to mod to do this :).
2) Leave the AI ship escape event in, rebrand it as a vision from the gods or something, and make the goal to quest to the ship and escape this world of undead.
3) Hold out X years from the undead swarm (least cool option)

Thanks for the feedback and suggestions!
#7
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 17, 2016, 10:26:47 PM
Addendum - The above inability to install an organ to replace a damaged/destroyed one was only present when I had an adrenaline rib in stock, once I install the adrenaline rib in another colonist I was able to install a lung and a stomach in two additional colonists.

Problem solved - don't keep ribs in the stockroom!
#8
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 17, 2016, 10:18:08 PM
Hello, really been enjoying this well-crafted modpack. I'm, currently running the most recent version of the modpack with no additional mods or alterations. I've run into a really annoying bug however:

I'm pretty deep into the late game and have been making use of a lot of the EPOE content - bionics and such. However, now I find that when one of my colony members lose an organ, even if I grow a new one and put it in the stockpile, I can't install in in the patient, the option does not appear.

The game clearly understands that the organ is damaged (i.e. there is no remove stomach option if the stomach is damaged, but neither is there an "install stomach" option, despite my top of the line med bay stocked with everything.)

Does anyone have a similar experience and if so is there a fix I can write into a file somewhere? Thanks very much!
#9
Is there an option for a plain artificial rib replacement now? I've been using the mod for a while but have only found the drugged, medical, and adrenaline ribs.

Also, any plans for compatibility with the dog surgery (ASA + A dog said) bionics so that you can craft pet bionics at EPOE stations?

I'd like to say I love this mod - most of my recent playthroughs have been as the "Promethian Cult" - a bionic-obsessed group composed exclusively of prostophiles (e.g.. I have to try and recruit all prostophile captives, all prostophobes have their organs harvested, the colony is focused on bionics research and creation with installation of bionics occuring in a specially decorated Sanctum Sanctorum)