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Messages - zlongshark

#1
- Colonists can have loving relationships with animals.
#2
General Discussion / Re: More raids?
December 18, 2015, 07:51:03 PM
What difficulty are you playing on?
#3
I have about 15 colonist and i don't find it that difficult to come across vests. I end up selling heaps from left over raids. I usually play the difficult on PC or CC challenging.

What difficulty setting are you using?
#4
General Discussion / Re: Plasteel Auto turrets
December 18, 2015, 07:24:08 PM
Good point Duban. I only have about 8 which are plasteel which are exactly as you described, the front line of attack. though sometimes the raiders land in my base (directly on top of my kitchen). I also find the flammability so much easier to manage!
#5
General Discussion / Plasteel Auto turrets
December 17, 2015, 07:17:05 PM
I've only just realised i can build plasteel auto turrets and its an massive game changer when defending mechanoids and raiders (haven't tested with tribal armies due to good relations). I find that the turrets take so much longer to be destroyed and with all the dead mechaniods there is more then enough plasteel to rebuild and store some for a rainy day.

I recommend you try them if you already haven't.
#6
Every now and then you will get a trader with 10 vest available, poor quality is better than nothing. Also i pick up a lot of vest from raiders which are mostly in poor form but from time time you get some good ones.

On another note i just purchased legendary power amount for about 25.5K ;)
#7
Ideas / Re: Neurotrainer brain damage repair.
December 16, 2015, 06:33:33 PM
Quote from: JimmyAgnt007 on December 16, 2015, 09:32:29 AM
maybe a mobility assist implant that speeds up the walking speed of the brain damaged.  but make them unable to learn any new skills or only capable of dumb labor or they can only do their top 3 skills.  I think the thing we hate the most is the slowness of them.

The slowness is something else! Why cant we remove the mechinoid artificial brain and install that ahah
#8
Ideas / Re: Neurotrainer brain damage repair.
December 15, 2015, 05:57:48 PM
Quote from: JimmyAgnt007 on December 15, 2015, 09:12:05 AM
IIRC Tynan has stated he wants some things to be persistent.  A lasting punishment for failing to protect someone.  As in he doesnt want people to blow past brain damage as a minor issue that gets fixed soon enough.

As a compromise though id suggest treating it like a disease.  Combination of glitterworld meds and Neurotrainer treatments to get the person back to something closer to normal.  Make it a long term effort.

Yeah that is a good point, i enjoy how the game punishes you for risky mistakes, I have to watch my colonist hobble around eating daylilies. As you mentioned it would be good to have something to slightly improve the situation even if i cost 10K silver.
#9
General Discussion / Re: This is depressing...
December 15, 2015, 05:54:59 PM
You should butcher your new puppy 'Waste' for warg meat
#10
General Discussion / Re: Next update > Christmas
December 15, 2015, 05:52:20 PM
AHah i'm ready.

I have read that an update will be coming early next year and as an purist i cannot use mods :p
#11
Ideas / Neurotrainer brain damage repair.
December 14, 2015, 10:47:16 PM
I see this is discussed so much in the forums "How do i fixed my colonist mixing frontal cortex that was blasted out of his head by a rocket launcher?"

I really think its reasonable that brain repair technology exists in game when there is other technologies like neurotrainers. Just insert the nanoprobes into the brain and let them repair the damaged tissue.. "It's not rocket science" ahah
#12
General Discussion / Next update > Christmas
December 14, 2015, 10:39:05 PM
I'm much more excited for the new update then I am for Christmas/ Holiday celebrations.

The thought of new content to explore is plush!
#13
General Discussion / Re: This is depressing...
December 14, 2015, 10:36:41 PM
Mods are for the weak. I only play the game in stock standard mode :p
#14
You're not able to fix brain damage, Tynan has spoke about this before as it was in a previous alpha you could repair brain damage. He removed it basically.

I had one of my very skilled colonists receive brain damge and you just have to deal with it. i ended up putting him in a cyrosleep casket as it was too badly damaged to be of any help.
#15
Ideas / Re: Nuclear power
December 08, 2015, 02:24:58 AM
Quote from: DoctorNick on December 07, 2015, 10:51:30 PM
Quote from: Z0MBIE2 on December 07, 2015, 06:33:07 PM
People mention uranium a lot... I'm pretty sure the uranium that your colonists can safely handle aren't the same type of uranium that would be used in a nuclear reactor?
Dr. Nick that was a excellent explanation, looking forward to seeing more from you.
...

There's not really a short answer to that question, so here's the heavily simplified version with lots of details cut out:

Uranium straight out of the ground is a somewhat toxic heavy metal like lead (don't lick it) and is itself only slightly radioactive, with the two most common isotopes you find in nature being U238 and U235, with respective half-lives of ~4.5 billion years and ~700 million years.  The big half-lives meaning that they don't decay very quickly and thus aren't putting out much in the way of radiation.

Without getting TOO deep into the weeds here U235 is what you actually need to run a reactor, and here on Earth the uranium you mine out of the ground is about .7% U235 and the rest U238.  (This is due to the U235 having the shorter half-life and thus decaying faster, when the elements that make up the planet were forged in a supernova billions of years ago they were created in more-or-less equal amounts.)

In MOST reactors world wide .7% U235 isn't enough and it needs to be 'enriched', meaning you run the uranium through a process to separate the isotopes increasing the proportion of U235.  How this is done is beyond the scope of this post, but at the end of it you end up with uranium that's about 5% U235 to be used in MOST reactors.  (Again, simplifying here, too many rabbit holes we could go down.)

At this stage the enriched uranium *IS* more radioactive than before, due to having more U235 which has the shorter half-life, but it's not enough to have to worry about radiation poisoning or anything like that.  See this guy here?

https://upload.wikimedia.org/wikipedia/commons/8/89/RIAN_archive_132603_Nuclear_power_reactor_fuel_assembly.jpg

Freshly manufactured fuel bundle, not super radioactive.

This changes once the fuel has been put into the reactor, the actual fission of uranium atoms leaves behind two smaller atoms that tend to be unstable and will radioactively decay.  (More Not Answering Here: Complicated)

So long story short:

Uranium fresh out of the ground?  Not super radioactive.
Uranium that's been enriched into reactor fuel?  Not super radioactive.
Uranium that's been partially consumed as fuel in a reactor?  Really God Damn radioactive when you pull it out of the reactor.

...

I'll have more to say on the topic of reactors in RimWorld, but I'll type that up later.