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Messages - CiceroThePoet

#1
General Discussion / Re: RimWorld Lore Discussion!
March 25, 2017, 11:36:56 PM
I'm probably a complete piece of garbage for watching my own thread, but not replying to it. I wanted to see exactly how people interpreted what I said before I got into anything further. Granitecosmos seems to understand what I am trying to do here. I am trying to get the community to add to the lore, and if we are satisfied with the end product, we run it over to suggestions where Tynan or the other really happy guy who's name I can't seem to recall at the moment, can take a look at it and do what they will with said information.

I will propose a variety of things now, some in the realm of science-fiction, some in the realm of science-fantasy. I am taking some liberties with some of the things I will be posting here, and would like some feedback on what I am writing down. I will be following five rules whilst "creating" some of these technologies and solutions, and would ask that those who wish to contribute to follow the same rules. Not mandatory, as I don't really care as long as we are contributing ideas to one another.

1. Keep it interesting.
2. Stretching a current scientific theory can be played with.
3. Have fun, be creative, but stay somewhat realistic.
4. Nothing can go at, or faster than, the speed of light.

How do we get from Point A to Point B?

I had some fun with this one, and it may also explain why crashes are so common. Follow with me as best you can, as I combine a few ideas together here, for maximum fun. My method for achieving maximum velocity is simple, I cannot do the math on it, as it is far beyond my realm of understanding, however you might get what I mean. Highly theoretical stuff going on here, but not disproven (yet!).

Combining both the Oberth Effect, and the theoretical Aerogravity Assist, in addition to the primary engine being one of the anti-matter variety. The general function would work as follows, an asterisk will denote times when failure of a flight is relatively high.

1. Ship departs using chemical rockets to escape gravity.

2. Chemical rockets are shed, falling back to the planet.

3. Human crew activates the A.I., shuts down all non-critical systems, and buckles up for the long-sleep.

4. A.I. takes over command of the ship, and proceeds to chart a course to the desired destination.

5. Ship approaches the local star, gaining velocity for the gravity assist.

6. Upon reaching maximum speed gained, the anti-matter rocket lights off in a pulse-jet fashion, this allows for maximum velocity to be attained for system exit, the anti-pulse jet then continues to fire until a velocity of .05c-.15 is reached.

7. A.I. calculates the location of an ideal harvest-ground to acquire additional anti-matter, this is typically in the Van Allen belts of planets with magnetic fields. (Gas giants are ideal for this.)

8. Upon approach to the harvest ground, the A.I. prepares to compensate for another Oberth maneuver, whilst "collecting" anti-matter (using a method that I have yet to think of, given the speeds involved.)

9. Oberth maneuver executed, and additional anti-matter is collected, while the anti-matter pulse jets fire, allowing additional velocity, this is done with as many planets in a system as the A.I. considers possible. Allowing for the maximum velocity to be reached. (Variable, ideally .30c-.40c)

10. Interstellar travel.

11. System approach expected, A.I. analyses system, and given the data acquired, extrapolates a flight-path to the ideal location. At this point, the ships speed is mostly unchanged, and the A.I. will bleed speed through various reverse-oberths, and aerogravity assists when possible, using the outer atmosphere of a planet to provide lift, and drag slowing the ship.* (Imagine a stone skipping on water. Where the stone is a ship, and the water is this atmosphere.) The ship, once reaching a targeted velocity, will depart to it's intended destination, or will land. Occasionally, the ship is torn to pieces by the extreme forces involved in some aerogravity assists.


The next question is why would humanity use a system so prone to failure?

My solution is in the following, in 2100AD when humanity first left the Sol System, it was due to extreme resource starvation. Humanity had to depart, or die. This method allowed for acceptable speeds from system to system, but also resulted in a system that was somewhat flawed in that not all ships would make it to their final destination. Perhaps better methods were devised later, but given the separation and diffusion of humanity, this remains the most common system.

Why does this fit with game mechanics so well?

Traders come and go, perhaps using the aerogravity method to slow down in preparation for a different maneuver, and in that brief window until the desired speeds are reached, they are open to trade, when the desired speed is reached, they depart. This would also explain the core concept of RimWorld which is ship crashing onto planets.

Some of these people don't actually make it, some die from being burned alive in a gas-giants atmosphere, or from being spaced when the ship rips itself apart, some happen to land on perfectly habitable planets. These are the lucky ones, these are our pawns. The A.I. sensing failure of the hull would immediately awaken the crew to eject them.

Sometimes they get ejected over nice rimworlds.

Sometimes they get ejected into a blazing atmosphere the hellish likes of cannot even be spoken of here.
All their family died long ago.
Nobody alive knows them.
They are forgotten.


Tell me what you think! Feedback is appreciated as always, guys!

I know my formatting is garbage. I tried though, I swear!



#2
Ideas / Re: Healroot shine in darkness
March 23, 2017, 04:53:11 PM
Nirnroot.

No, seriously.
#3
General Discussion / Re: RimWorld Lore Discussion!
March 23, 2017, 07:25:00 AM
Quote from: milon on March 23, 2017, 06:38:18 AM
Humans couldn't really live in the true core anyway - that's all black hole territory and you wouldn't have humans anymore. :P

I always just assumed it was near the core, and that actually calling it the core was just slang.

I thought the same thing until further research, and a bit of tom-foolery with the RimLore, as it turns out, the only reason that area is dangerous, isn't necessarily because of the black hole, it's because of the super-novae that happen closer to that area, which in turn make it uninhabitable, not because life couldn't live there for awhile, just that the formation of life in that area would be difficult due to the sheer number of cosmic neighbors. Of course, I am talking of the "outer-core" effectively, not the actual core, which is as as you said, uninhabitable.

According to RimLore, humans have an decreased sensitivity to radiation, which would effectively expand our "habitable-zone" a bit, this when paired that that area in question would have an extremely high metallic content in it's stars would mean you could find all kind of valuable elements in that "DANGER-ZONE" which would be highly lucrative, in the right hands.

Sorry to keep droning on, I'm not doing it intentionally I swear, but the "core" we are talking about, COULD perhaps be in reference to one of the arms of our so-precious galaxy? I'm just running on the assumption that the arms themselves would have a higher local star-density, so to speak.

Thank you for the input, Milon.

Quote from: AngleWyrm on March 23, 2017, 06:58:03 AM
Slower-Than-Light travel between stars would require equipment that has a mean time between failure measured in thousands of years, and the energy to continue the maintenance of the journey in complete darkness and utter cold for that same period. It is just as much science fiction as Faster-Than-Light travel.

Interstellar travel requires a fantasy aspect, a willingness to live without some laws of our universe for the sake of story.

Now on to AngleWyrm, in RimLore faster than light travel is impossible, but it never says exactly how fast we have gotten. Assuming a ship is travelling at 99.99% the speed of light, and assuming that the ship has that bad-ass "personal shield" that my berserker always seems to wear, thus immunizing it to space-junk which could devastate it. Going up to those speeds effectively makes time slow down to the observer, while in all reality time itself is still passing at the standard rate outside of the craft. I do not know the percentage at what time would dilate, save that it might ease up on those issues a bit, when paired with the other tech we are potentially working with here. (I know I use the term assume repeatedly, but working with what I have, I find it necessary, sorry.)

RimLore says that we cannot into FTL, it does -not- say however that we cannot travel at 99.99% the speed of light, nor does physics. The only 'rule' we have effectively is that we cannot go at the speed of, or faster than, light. Other than that, the RimLore gives us a surprising amount of flexibility on the issue.

Now if we want to contribute to the lore, what type of crazy drive would we have that could pull us up to these speeds? These are the gaps I want to dick around with in filling. I think it would be fun to do with the community.

Naturally we are going to have multiple varieties of the same general thing (convergent technological development, and all that.) but I would think it would be fun. :)

Thanks again for the input!
#4
General Discussion / RimWorld Lore Discussion!
March 23, 2017, 06:09:28 AM
I've noticed that people consistently reference the lore, which means people tend to read it for the interest of reading it. It's really well written, and concise. I do feel though, that as a community, we should discuss it a bit more in-depth. Fill in the blanks, so to speak. I should be more specific when I talk about blanks, when I say blanks, I don't mean that there is anything missing from the lore, per-say, as it essentially covers all of it's bases. What I would like to see, however, is a deeper understanding of what exactly is going on, through the communities eyes.

The following are the links to the current lore quick-primer, and the Longsleep-Revival brief, in that order.

1) https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub
2) https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub

I had a bit of a moment, and while re-reading the longsleep survival brief, I noticed that the Ordo Historia stated that humanity is smeared across an area of the galaxy about 1,200 lightyears wide. I was curious about this, so naturally I investigated, and did a bit of math. Using a figure that measured the area of the galaxy in meters, I found that the galaxy has an area of about 6.65E60 meters. This is an absolute shitload, and I should mention that I am -not- by -any- means qualified to do this math, but bear with me, I then took the liberty of assuming that the area humanity has settled in is going to be cubic, because I couldn't be arsed into doing the math for the volume in meters of a sphere 1,200 light years wide, that said, I calculated the volume of the area humanity has settled to be roughly 1.63E29 meters in volume. (Likely less, given that I used a cubic format.) This is also a shitload, but not even nearly as large a shitload as the shitload posted above, in fact, in reference to the galaxy, the area that humanity has settled is about 0.000000000000000000000000000002451127819548872% the total area of the galaxy. I didn't put that into scientific notation for the "Wow!" factor, naturally.

That said, the core worlds concept effectively would not/can not exist, as the area being discussed here would be relatively homogeneous in reference to the stars. I would think core worlds would focus mostly of random star clusters in our local area, rather than the actual core of the galaxy. Which might have an impact on other things, such as the estimated amount of time for a civilization to reach transcendence, given a rough time period, my idea is that we might need a different time-frame to work with, given the lore.

I'm not -suggesting- anything, I would just like input from my fellow folks about what they think about the lore, and how can we as a community add depth to the game. (Without any actual programming on Tynan's part.) If we do come up with something amazing, we can naturally move it to suggestions, and perhaps he can handle it from there. All I am aiming to discuss is editing a google document, nothing that would take weeks to achieve.
#5
Quote from: WereCat88 on March 23, 2017, 04:22:08 AM
At the moment i have kind of a weird thing with Rimworld, i always check the forums and think about playing it but when i do play it im put off by the slow pace, i play for 30 minutes and exit the game and play again in a week or so, i used to play it non-stop but now i just like thinking about it rather than playing it.

The slow pace is more about the boring time when you sit and watch your colonists work.

I have this exact same problem. I will sit there for hours, thinking about playing RimWorld, and just think about it. Plot about all the cool things I can do, maybe make a story, but every time I just play for about 30 minutes, and stop. I'm happy I'm not the only one who does this.
#6
General Discussion / Re: Too much beavers?
March 20, 2017, 09:12:04 PM
Fun is a relative term. Depending on the individual playing the game.

I personally would like to see maintenance added, rather than sudden break downs. (Thanks Fluffy for the "No Breakdowns" mod.) Even though planned obsolescence is a thing in our society, even when things were built to last, they needed maintenance. Stone walls and floors and the like wouldn't experience decay in the same manner as other things, like batteries, and nutrient paste dispensers, naturally.

I think what b0rsuk is trying to say is that things wear due to use, and that sometimes, a pawn or three is going to have to complete a simple task which may take a few seconds realtime tops. The thing about maintenance is that it's not some horrifying thing that takes forever to do (my co-workers would probably disagree with that statement, but I digress.) it's that you do it so everything keeps working the way it was intended for as long as possible.

Scenario!

"Mechanical Failure, Turret!"

The turret no longer properly assumes targets, due to degradation of it's circuits.

1) Cut the power.
2) Send a pawn in to repair.
3) Depending on the severity, of the mechanical failure, it would take one rimhour or two to fix.
4) Pawn McJoe gains a bit of construction skill.

It's just a filler task that gives a bit more feel to the game, without leading to some horrible tragic ending, and if you are preemptive on your maintenance, you will never have to worry about things like...

"Boss! The battery exploded and the barn caught on fire and somebody poisoned the water hole, also the turrets are down and the mechanoids are raiding while this strange fallout is coating the landscape, also PawnBill didn't do his maintenance, and now the auto-door motors are seized! We're doomed!"

Back to my original point, Fun is in the eyes of the beholder. A lot of people wouldn't like this, but some would. This is why we have a modding community, but at the same time, if all we as a community do is say "Lol, just make a mod for it." we aren't really getting anywhere. (Sorry, that last bit wasn't aimed at anyone in particular, just a personal peeve of mine.)
#7
Quote from: Mikhail Reign on February 09, 2017, 11:03:07 AM
I'd like to say that the 40k tangent was completely unintended, and pointless. I tried to use it as a passing example, and someone else wanted to tell me how much they knew about 40k..... Final shot tho - auto pistols, stubbers etc (20th C guns) are like.... the WORST weapons in that game. They are stuff guardsmen laugh at

Also the assist rifle isn't an M16 because I know better. It's an M16 because
A: it looks like one, but more importantly because
B: up until a few Alphas ago it was CALLED M16. In game. All the other weapons had their real names too. Before the Machine Pistol was a Machine Pistol it was a PDW. Before that it was just called UZI. Before the Survival Rifle was called that, it was called a Lee-Enfield. In game.

Anyway, back on point.

Quote from: SpaceDorf on February 09, 2017, 06:08:27 AM
"Hey Look, if we apply the rule of cool, which kind of weapons would actually add something to rimworld ? "

Like I said before - some kinda appropriate blend of current and future tech. Something that looks like it was made on a Rimworld from steel I chiseled out of a mountain. Something with a bit of flavour.

I'm a massive fan of the 'Western' naming themes. Completely unstandardized, and produced without a production line.

Real: Single Action Army, SAA, Model P, Peacemaker, M1873
Fictional: Moses Brothers Self-Defense Engine Frontier Model B

Firefly really knew how to hit the nail on the head when it came to getting the theme right. I mean even the ship embodied a horse (look at it from profile - the cockpit is the head and the panels that come out are the ears).

So yeah - some kinda leaver action powered railgun to replace the survival rifle? A "Emily Chesterfield Rotation Railgun M2887"?

Some kind of Gattling gun inspired crank powered energy weapon?

A 2 shot plasma gun? A "12KW, double rail Rimington Special"

While I disagreed with every argument you made up until this point, something amazing just came out of this.

Randomly generated weapon brandnames.

"Orangezebras Normal Rifle."
"Megafauna Materwork Shotgun"
"Raider's Surprise Awful Wooden Shiv"

or... something to that effect, you get the idea.
#8
Mods / Re: [ART] Better Terrain mod
February 09, 2017, 04:06:09 PM
I have limited art experience, specifically surrounding 32x32 pixel art (not sure what rimworld uses, but I can probably make due, terrain has always been my specialty), and would be happy to help.

I separate from my current job tomorrow to prepare to advance my education, so I should have plenty of free time to help out.

Drop me a PM if you are interested, and I will get back to you as soon as possible.
#9
Outdated / Re: [A16]Better Terrain
February 09, 2017, 03:53:51 PM
I'm a terrible person and have been using this mod without giving any feedback, but it's beautiful. I love everything about it, and it's appealing visually, which allows me to play games without being disgusted at the layout of the map. Keep up the good work.

Do you accept donations?
#10
Ideas / Re: Kevlar®
February 09, 2017, 03:37:28 PM
I firmly disbelieve that anything like that would happen, however, you are more than within your rights to bring it to the communities attention.

Thanks.
#11
Ideas / Re: Possible multiplayer ideas
February 09, 2017, 12:47:21 AM
Quote from: JohnStrombowly555 on February 08, 2017, 09:57:54 PM
^ Try to keep it the thread constructive rather than just quickly dismissing the the idea because you "Can't see it working in rimworld"

The idea of the thread is to produce a polished final copy of the idea using the combined thoughts of the community to which the developers can use to form a multiplayer for the community. Quickly dismissing an idea and not actually contributing to it at all you might as well not comment at all.

Some people want it more than you and quite frankly won't appreciate you dismissing the topic the moment it arises.

You said that, but didn't add anything to the conversation at all. He stated his opinion, and added it to the thread, we aren't in an echo-chamber and everyone's opinion is welcome, even those to the contrary.

Currently, given the state of the game, I don't see any of the OP's ideas working perfectly.

Ideally, in my mind, a RimWorld multiplayer would be hosted on a server which spawns a planet, and allows 300-400 colonies to dot the surface of the planet, each of these would be player controlled, and players would interact with one another in "real-time". The problem that arises from this is that one player could attack another when he is offline, or something to that effect, and if the game continues to play, one wouldn't be able to take care of their colonists to keep them safe from rabid squirrels. Thus I propose that when a player went offline, his colony would enter an "offline" mode wherein other players couldn't interact with it.

Prior to going offline, that player may set-up a "visitor's shop" which would allow trading caravans to trade goods and whatnot at the behest of the predefined settings that the player put in place prior to going offline.

If the player were online, however, the other player would be able to actively interact with his colony. Including raids and what-have-you.

Naturally, a player wouldn't be permitted more than one colony due to power reasons. A large scale colony would be able to devour everything in it's area, thus limiting a colony based on the range of the drop-pods would be ideal. Anything past that would be unfeasible militarily.

Furthermore, it would be fascinating to see players teaming up in alliances for the common defense or whatever. Rimworldwars, and the like.

That's my two cents, anyway.

#12
Ideas / Re: Kevlar®
February 09, 2017, 12:36:04 AM
I still don't understand. Do you work for Du-Pont or something? How does this personally effect you in any way? Why is it worth even bringing up?

It's just become the generic word for any strong reinforced fiber, I don't live my life avoiding terms because they are trademarked. I'm confused at the purpose of this thread. Are you worried Du-Pont will send Tynan a cease and desist? I don't think that would happen, but you know, Okay.

Worst Case Scenario : Tynan ceases and desists and we start calling it "Uberfiber" or some crap.

I'm so confused as to why this is even an issue.
#13
Ideas / Re: Kevlar®
February 08, 2017, 03:17:15 PM
What?

He isn't promoting anything, it's just a general use term.

It's a trademarked noun for a strong reinforced fiber. It's legal to use it, and it's not a form of advertising, just for general understanding. "Strong Reinforced Fiber Helmet" wouldn't make a lot of sense to the normal person.

What?
#14
A system in which you don't actually own any of the silver but it's placed in a Colony treasury, based on the taxes you acquire from various pawns which "sell" their products in stores to other pawns who need the products to create their resources which they trade with other pawns forming a complex but functioning economic system in which your colony operates subjected to the value of other factions economies and trade values thusly giving a general value to your currency.

You can tax your pawns all you want to their purchases, but one you get to high it creates a moodlet debuff which gets worse and worse as time goes one which eventually leads to a revolution between the loyalists and the separatists which culminates in the burning of everything otherwise. The raiders also just watch.
#15
General Discussion / Re: Mods making the game "to easy"?
February 06, 2017, 05:46:34 PM
Hate to be a fanboy, but Fluffy's mods are the only ones I use. They are very well made, and allow me to let my pawns become low level managers, leaving the big choices to me, rather than all the choices. Not to mention the quality of menus. 10/10. I can't drool enough. Can't recommend them enough. Doesn't impact the difficulty of the game in any fashion I can dictate, just allows me to view the game in a different manner.

(In addition to BlackHalo's "Better Terrain" which legitimately makes the terrain generation significantly more attractive, while adding a bit more difficulty to the game. Not sure if that's intentional or not. Try it. Now.)