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Messages - shayesllc

#1
Outdated / Re: [MOD] (Alpha 2) Atomic Power
March 05, 2014, 09:59:51 AM
Sorry, normally I don't get involved with argumentative people.. but who the heck is this Vas guy?

http://www.nuclearsecrecy.com/nukemap/
A handy tool concerning surface burst nuclear WEAPONS (Which actually trigger an explosive nuclear reaction, instead of a partial- or total-core meltdown), notice that even an air-burst of the Tsar Bomba would cause overpressurization (boom) to a mile or two.

http://en.wikipedia.org/wiki/Nuclear_meltdown
The mechanics of a meltdown. Notice that a meltdown doesn't cause a 'BIG FKN EXPLOSION', it can cause a small scale explosion, but the primary danger is radiation fallout.  How about accidents that don't kaboom, but have realistic effects such as nothing will grow within X radius of the accident, or all colonists entering the area receive damage and a lasting happiness and hunger modifier to reflect radiation sickness / inability to hold down food?

http://www.world-nuclear.org/info/Nuclear-Fuel-Cycle/Conversion-Enrichment-and-Fabrication/Fuel-Fabrication/
The process by which spent nuclear fuel can be recycled and enriched into weapons- or power-grade fuel rods.  It's just not cheap and typically not practical when fresh-from-the-source fuel is available. 

Also, he's mentioned about thirteen times so far that it produces MORE power than a steam vent.  Read, re-read, read again.. only then, speak.  ;)
#2
Ideas / Re: Your Cheapest Ideas
November 23, 2013, 04:58:17 PM
Modify 'parts of your ship have fallen' events to drop a small handful of 'rubble pods' (basically some new rubble graphic that is spaceship debris instead of rock). Don't mark what is inside of them until you send a colonist to check them out. Once a colonist explores, randomly assign or pre-assign them to be resources, tech, or recoverable furniture/buildings.. also, a small amount of metal is always there, since it's spaceship rubble. It adds more realism to a resource making it back from your wreck, and forces you to prioritize for the risk of random drops instead of knowing what's been just scattered across the map.

For example, 'Upon scouring the wreckage, your colonists find a source of food/missiles/etc has survived re-entry! They extract it from the tangled wreckage..' At which point the debris converts into whatever resource you've found and a small amount of metal.

Also, 'Upon scouring the wreckage, your colonists find that portions of the ship's communications array/galley/weapons system have survived re-entry! They disassemble it to move it home..' At which point the debris converts into a small amount of metal, and either the tech necessary to build something new (common), a pre-fab marker for something (average, carry to stockroom then free and instant build of whatever object), or a pre-fab marker for a souped-up version of something with alternative graphics (rare, carry to stockroom then free and instant build of 'salvaged from a spaceship' upgraded object)