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Topics - bjo0rn

#1
I'm taking a course in mathematical modeling of casting where we're writing a code for simulating heat flow and solidification. I just wanted to say I'm amused by Tynan's entry in the change log for Alpha9e:
Quote from: TynanFixed a bug that caused temperatures indoors to sometimes become NaN (not a number)
...because I was struggling with this very symptom.

In my case the bug was caused by my use of infinite heat transfer coefficients between nodes within a material (legit according to the book). Despite Matlab's capabilits to handle infinite numbers, subtracting infinite from infinite turned out to be a hard nut to crack (hence NaN), so I had to implement an ad-hoc workaround. It was not trivial to find the source of the problem because the heat transfer was solved implicitly, meaning that depsite the NaN value originating from a specific node the value propagated to all nodes.

Though I'd be surpriced if the source of Tynan's problem was of the same nature as I'm sure his modeling of heat flux is quite different.
#2
General Discussion / IRL Muffalo?
August 10, 2014, 01:05:40 PM
I just came across an article about this animal.
Do you think this beast was an inspiration behind the Muffalo?
Maybe it's a Mouflon-Buffalo hybrid? (conceptually, not genetically)

English: Mouflon
German: Mufflon
#3
It's been bugging me for a while now that if I want to configure the storage settings for equipment racks, I need to do it on each one of them individually.

Why not make it possible to configure a selected group of them?

This could apply to zones too.
#4
Ideas / Mood penalty for sleeping in light
July 21, 2014, 04:27:29 AM
Currently the colonists benefit from sleeping with the light on. Why not make them prefer (or benefit from) dark when they sleep? (unless nocturnal)
#5
Ideas / Faction specific upgrades
July 19, 2014, 05:54:49 AM
Suggestion: Currently all upgrades are available for research regardless the background
of the researcher. I think it would be more interesting if some upgrades were only available for
certain factions
, reflecting the technology level of their civilization.

Discussion: The players would be constrained to certain technology in early and mid game which
will depend on the background of the colonists. The addition of a scientist from a different civilization
would unlock some researchable technology. Hence the players are forced to adapt and come up
with new strategies
each game.

This idea is slightly incompatible with the new ship building feature.
It wouldn't make sense if a tribal researcher could invent the fusion reactor. Hence winning a game
would require at least one high-tech colonist capable of research. Is this reasonable? Also, for this to be
balanced it may require some work with the existing upgrades and perhaps the addition of new ones.

To expand on the idea, the technology you start with could be depending on the background of the
colonists capable of construction.
#6
Ideas / Allow manual assignation of beds
July 16, 2014, 07:11:34 PM
Problem: Having control over who sleeps where is useful. Currently I need to assign an occupied bed to prisoners and make sure the colonist have only one alternative.

Solution: Allow player to manually assign beds.
#7
Ideas / Disposal of excess items using crematory
July 16, 2014, 06:21:31 PM
Problem: Accumulation of excess non-consumable items that can't be sold.

Solution: Make it possible to dispose of items of choice in crematory.

Discussion: This is of course of no use if all non-consumables can be sold, which probably is the plan. To expand on the idea, the crematory could instead be a combustion power plant that relies on a continuous stock of combustible items. Could be an interesting alternative or complement to solar power. Maybe this could put vegetation (cactuses, grass, flowers) to better use than propagating wildfires.
#8
Ideas / Portable Emergency Rations
July 16, 2014, 04:34:33 PM
Problem: The new siege feature requires colonists to walk across the map to fight the enemy and then walk back. I find that for larger maps (e.g. 300x300) hunger and exhaustion kicks in before I've had a fair chance of taking down the enemy.

Solution: An extra inventory slot (i.e. a backpack) for a portable emergency food ration (etc.).

Discussion: A portable emergency food ration solution can also come handy in other situations, such as in food crises or when colonists are working on the other side of the map. Yes, I know what you're thinking, it kinda takes away the thrill not having to worry about food crises. For the sake of gameplay and balance, measures should of course be taken to ensure it really is the last resort. It could for example be a high crafting cost, a movement speed penalty for carrying it, or a mood penalty for eating it (that is lower than hunger but higher than the worst food (raw?)).

Let me know what you think!