Hey All, it's been a while since i played but came back recently. I'm trying to hook up a couple by using the "rescued me" buff but it doesn't look like it works anymore? i purposely let one of my pawns freeze naked until he's "downed" and let the other pawn rescue him, upon recovery the "rescued me" relationship buff doesn't appear for the downed pawn.
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#2
General Discussion / Rhadamant's New Official B18 Sea-Ice Challenge
December 07, 2017, 07:33:47 PM
Hi All,
First of all I take no credit for this challenge - I just stumbled across this while surfing his youtube chanel. I know his a16 challenge was quite popular here and many have request a17/a18 versions of it from his official post. (not gonna necro it but the a16 challenge is here: https://ludeon.com/forums/index.php?topic=28853.0
I'm not sure why he didn't announce his new b18 challenge on this forum but he started it about 3 weeks ago.
Here's is the youtube link where you can download his save. http://www.youtube.com/watch?v=GnVsgIS0oe8
I know many players (myself included) have tried to recreated similar scenarios on their own for a17/a18 to play his a16 challenge but this one's his "official" challenge with a new character "Cross", new rules, and new planet.
I for one will be eager to do this challenge for Cross in the loving memories of Engie. =)
First of all I take no credit for this challenge - I just stumbled across this while surfing his youtube chanel. I know his a16 challenge was quite popular here and many have request a17/a18 versions of it from his official post. (not gonna necro it but the a16 challenge is here: https://ludeon.com/forums/index.php?topic=28853.0
I'm not sure why he didn't announce his new b18 challenge on this forum but he started it about 3 weeks ago.
Here's is the youtube link where you can download his save. http://www.youtube.com/watch?v=GnVsgIS0oe8
I know many players (myself included) have tried to recreated similar scenarios on their own for a17/a18 to play his a16 challenge but this one's his "official" challenge with a new character "Cross", new rules, and new planet.
I for one will be eager to do this challenge for Cross in the loving memories of Engie. =)
#3
General Discussion / Chemifuel Generator + Hydroponic Rice = LOTS AND LOTS OF FREE POWER?
November 23, 2017, 11:42:45 PM
Is my food-coma post Turkey brain playing trick on me or is there's a massive hole in my math that i'm not thinking of? Hear me out:
1) the new Chemifuel generator sips 4 fuel per day for 1000W power. 4 chemi fuel per day = 8 rice per day.
2) 1 hydroponic produces roughly 8 rice per day (2.5 hydros are usually enough to feed 1 person, or 20 rice per day. 20/2.5 = 8 )
3) 1 Sunlamp, 5 heaters, 24 hydroponics, and 2 refineries require roughly 5000W power, or 5 generators.
SO... doesnt this mean that with this set up, you'd either A) get about 19 self-powered hydroponics, or B) even crazier, build 19 more generators for a whopping 19000W of self-sustaining power???
I know with 19 generators you'll probably need a few more refineries and maybe a few full-time fuel makers.. but still... that's 19000K of free power...
I'm going home now to test it on my base by someone please tell me I failed to consider something here b/c otherwise.. o man.. all that free power....
EDIT: in fact, throw in a couple of kitchens and convert the rice into meal first (i know, more man power needed) but that will DOUBLE total chemifuel yield for 40000+W..
1) the new Chemifuel generator sips 4 fuel per day for 1000W power. 4 chemi fuel per day = 8 rice per day.
2) 1 hydroponic produces roughly 8 rice per day (2.5 hydros are usually enough to feed 1 person, or 20 rice per day. 20/2.5 = 8 )
3) 1 Sunlamp, 5 heaters, 24 hydroponics, and 2 refineries require roughly 5000W power, or 5 generators.
SO... doesnt this mean that with this set up, you'd either A) get about 19 self-powered hydroponics, or B) even crazier, build 19 more generators for a whopping 19000W of self-sustaining power???
I know with 19 generators you'll probably need a few more refineries and maybe a few full-time fuel makers.. but still... that's 19000K of free power...
I'm going home now to test it on my base by someone please tell me I failed to consider something here b/c otherwise.. o man.. all that free power....
EDIT: in fact, throw in a couple of kitchens and convert the rice into meal first (i know, more man power needed) but that will DOUBLE total chemifuel yield for 40000+W..






#4
General Discussion / Tynan please don't cut the tornado!
November 23, 2017, 08:22:38 PM
Hi Tynan, I saw from a different post that you responded with the plan to cut it and turn it into a weapon instead. I really hope you don't do it because I think players like it as disaster but just don't like the fact that there's very little counter or preventive measures to it. I would rather you keep it and implement a few counters such as the ones listed below.
1) make it so that it can only spawn outside of your home zone (but can path thru the colony)
2) make it deal MORE damage on outside tiles - I want to see an epic path if destruction. But the damage can be mitigated for indoors. (See next point)
3) this is an important one that'll address most of the players' issues with the current version of the tornado: give tiles close to walls damage mitigation - ie, tiles next to wall has 25% damage reduction for each side (so 1 tile with 4 walls around it will be fully protected). This % then decreases with distance away from the wall, reaching 0% around 3- 5 tiles away. This will make small rooms offering better protections against tornados. Tiles closer to walls will be safer, and Larger rooms are more vulnerable in the middle but can be improved by support pillars.
4)a late game tech that gives a device that wiill have a chance to alter the path of the tornado
5) make wind turbines operate at 100% For the duration of tornado
6)Do NOT give the ability to build thick roof (like the mountaintop) bc this will make siege raids pretty harmless...
Thank you. Please consider this plea!
1) make it so that it can only spawn outside of your home zone (but can path thru the colony)
2) make it deal MORE damage on outside tiles - I want to see an epic path if destruction. But the damage can be mitigated for indoors. (See next point)
3) this is an important one that'll address most of the players' issues with the current version of the tornado: give tiles close to walls damage mitigation - ie, tiles next to wall has 25% damage reduction for each side (so 1 tile with 4 walls around it will be fully protected). This % then decreases with distance away from the wall, reaching 0% around 3- 5 tiles away. This will make small rooms offering better protections against tornados. Tiles closer to walls will be safer, and Larger rooms are more vulnerable in the middle but can be improved by support pillars.
4)a late game tech that gives a device that wiill have a chance to alter the path of the tornado
5) make wind turbines operate at 100% For the duration of tornado
6)Do NOT give the ability to build thick roof (like the mountaintop) bc this will make siege raids pretty harmless...
Thank you. Please consider this plea!
#5
General Discussion / Tornado damage question
November 23, 2017, 03:58:38 PM
Just had my first tornado ripping thru my sea-ice base. Does it simply destroy everything in its path or does it deal X damage to everything in its path? I'm asking b/c based on my observation, all my walls were left standing (granite and plasteel). wooden benches were destroyed by metal/plasteel ones are kept in tact. Stools were destroyed but armchairs are not. other low-HP items were also destroyed (hydroponics, lamps, etc..)
So.. it seems to me that if it's supposed to be dealing X damage , then a possible counter play is simply to make things out of higher HP materials? My wooden shelfs with all my valuable weapons were destroyed so maybe if i made the shelves out of plasteel/granite then the items may have survived?
So.. it seems to me that if it's supposed to be dealing X damage , then a possible counter play is simply to make things out of higher HP materials? My wooden shelfs with all my valuable weapons were destroyed so maybe if i made the shelves out of plasteel/granite then the items may have survived?
#6
General Discussion / B18 changes to market values
November 18, 2017, 01:09:54 PM
it looks like there are some changes to the market values. A few things i noticed:
1) the MV of ingredient + work x 60 x .003 formula doesn't seem to work anymore?
2) the MV of various clothing in shown in the work bill if you press the "i" doesnt show a "normal cloth" version anymore
3) some of the MV of items changed. I noticed cloth and wood both decreased.
For ex. a bowler hat in the work bill shows mv of 63.4. using the old MV formula gets a value of 49.6. A completed normal quality cloth bowler hat shows a mv of 53.4.
I didn't realize price rebalances are part of this build so just trying to make sense of what the new economy system looks like...
1) the MV of ingredient + work x 60 x .003 formula doesn't seem to work anymore?
2) the MV of various clothing in shown in the work bill if you press the "i" doesnt show a "normal cloth" version anymore
3) some of the MV of items changed. I noticed cloth and wood both decreased.
For ex. a bowler hat in the work bill shows mv of 63.4. using the old MV formula gets a value of 49.6. A completed normal quality cloth bowler hat shows a mv of 53.4.
I didn't realize price rebalances are part of this build so just trying to make sense of what the new economy system looks like...
#7
General Discussion / Animal eating corpse question?
November 16, 2017, 11:24:12 AM
I've never had enough carnivors or the patience to sit through and watch them eat a human corpse in entirety so hoping someone can answer this easy question - does the apparel get left behind or do they disappear too after the animal finishes the whole thing?
thx
thx
#8
General Discussion / A18 ETA
November 03, 2017, 12:58:18 PM
Approx how long is typically between the unstable vs stable releases? Just an estimate is fine. I'm trying to decide if i should continue to play my maturing colony now or start a new one. I know that a18 is supposed to be compatible with previous saves, but I'd rather start new colonies in new alphas just so I can experience the changes in its full glory from inception of a colony.
Thx
Thx
#9
General Discussion / Do your playthru's climate settings change with your RL season?
October 30, 2017, 11:34:50 AM
I just realized that I tend to choose (subconsciously) warmer climate play-thrus in the summer and colder in the winter. Ie. last winter i was exclusively playing Radaman's Icesheet challenge. Last few months (summer, I live in the northern hemisphere) I was almost exclusively doing jungle tribal starts. And just now i have a sudden urge to redo the icesheet challenge in A17/a18...lol.
I guess my mind is subconsciously "identifying" with my pawns...
I guess my mind is subconsciously "identifying" with my pawns...
#10
General Discussion / Quality question
September 29, 2017, 04:41:06 PM
Hi
Does where you craft something have any impact on its quality? or is it only determined by crafter/builder skill? For ex, if i build a chair in the dark, in a dirty room, or outside, does it have a lower chance of higher quality?
Thanks
Does where you craft something have any impact on its quality? or is it only determined by crafter/builder skill? For ex, if i build a chair in the dark, in a dirty room, or outside, does it have a lower chance of higher quality?
Thanks
#11
General Discussion / Question on enemy drop pods
September 15, 2017, 09:32:45 AM
Hi,
I know that dropships can't get thru the "thick" (dark green roof) overhead mountains but they can go thru the thinner lighter green overhead roofs. If i dug an area out a cave with the thin roof overhead, and then fill the area up completely with walls, can drop pods still break the wall and drop there? I don't recall from my previous enemy drop pods if they break walls or not.
Thanks
I know that dropships can't get thru the "thick" (dark green roof) overhead mountains but they can go thru the thinner lighter green overhead roofs. If i dug an area out a cave with the thin roof overhead, and then fill the area up completely with walls, can drop pods still break the wall and drop there? I don't recall from my previous enemy drop pods if they break walls or not.
Thanks
#12
General Discussion / The "Build your El Dorado" Challenge
August 19, 2017, 05:13:02 PM
hi All,
I just started this myself just to mix up the end-game a bit, not sure if it'll actually work out but if you want to tag along I welcome you updates/stories/screenshots!
Description: Build your dream Aztec City of Gold! This is a survival challenge as well as "flaunt your wealth mgmt/base design skills" challenge where aesthetics are as important as efficiency. Base design is open to interpretation but must as least have a "central complex" made completely out of gold. The bigger it is, the bigger your bragging rights. Must follow all the rules:
Rules:
1) Randy Extreme Tribal Start.
2) must build in Mountain+Jungle tile
3) must be built as a mountain base (can disable infestation), or in a area surrounded on 3 sides with mountains, and have only 1 real entrance (it is supposed to be a "hidden" city of gold, after all).
4) may have many "fake" trap entrances - make Indiana Jones proud!
5) Cannot rescue escape-pod refugees unless its a relative. Either let them die or capture and sacrifice them at the alter. Yes you'll need to build an altar of some sort. use your imagination.
6) Cannot craft guns, power armors, turrets, components, or mortar/shells. Trading for them or looting is OK.
7) No electricity (except for optional #8 below)
8 ) Optional - (mainly to make trade for gold easier via orbital trade): the "Gods" have granted you the magical powers of electricity in the form of ONE fuel OR solar generator so use that power wisely!
I look forward to your (mis)adventures.
EDIT: Updated rule 8 slightly to allow solar
I just started this myself just to mix up the end-game a bit, not sure if it'll actually work out but if you want to tag along I welcome you updates/stories/screenshots!
Description: Build your dream Aztec City of Gold! This is a survival challenge as well as "flaunt your wealth mgmt/base design skills" challenge where aesthetics are as important as efficiency. Base design is open to interpretation but must as least have a "central complex" made completely out of gold. The bigger it is, the bigger your bragging rights. Must follow all the rules:
Rules:
1) Randy Extreme Tribal Start.
2) must build in Mountain+Jungle tile
3) must be built as a mountain base (can disable infestation), or in a area surrounded on 3 sides with mountains, and have only 1 real entrance (it is supposed to be a "hidden" city of gold, after all).
4) may have many "fake" trap entrances - make Indiana Jones proud!
5) Cannot rescue escape-pod refugees unless its a relative. Either let them die or capture and sacrifice them at the alter. Yes you'll need to build an altar of some sort. use your imagination.
6) Cannot craft guns, power armors, turrets, components, or mortar/shells. Trading for them or looting is OK.
7) No electricity (except for optional #8 below)
8 ) Optional - (mainly to make trade for gold easier via orbital trade): the "Gods" have granted you the magical powers of electricity in the form of ONE fuel OR solar generator so use that power wisely!
I look forward to your (mis)adventures.
EDIT: Updated rule 8 slightly to allow solar
#13
General Discussion / Animal farming viable?
June 25, 2017, 05:06:16 PM
Hi All,
I recall Tynan saying that in a17 "animal farming" for meat will be viable. Can someone point to me exactly what changed to the animals to make animal farming viable? I was expecting some combinations of changes to to meat yield/reproduction frequency/feed amount/maturation period. But so far haven't really noticed any difference other than hunting became harder.
I really want to start raising an animal farm but want to make an educated decision based on a17 changes. What are your experiences so far? is chicken farm still the undisputed (OP) king?
Thanks
I recall Tynan saying that in a17 "animal farming" for meat will be viable. Can someone point to me exactly what changed to the animals to make animal farming viable? I was expecting some combinations of changes to to meat yield/reproduction frequency/feed amount/maturation period. But so far haven't really noticed any difference other than hunting became harder.
I really want to start raising an animal farm but want to make an educated decision based on a17 changes. What are your experiences so far? is chicken farm still the undisputed (OP) king?
Thanks
#14
General Discussion / Best way to level up crafting?
June 06, 2017, 08:09:49 PM
With the A17 changes, a lot of what I used to do to level up crafting skill no longer worked (stonecutting and making weed) so I'm wondering what people are doing now to lvl it up with at least a somewhat useful output. By this I mean you are producing something that has a purpose other than just sitting in the storage waiting to be sold. ( so for ex, making 1000 short bows would not count). Thanks!
#15
Bugs / Crafting Smokeleaf does not increase Int Skill
June 03, 2017, 03:52:27 PM
A post earlier indicated that in a17 crafting smokeleaf joint no longer increases crafting skill but instead increases Intellectual skill. I don't see that happening (see pic). The pawn is capable of intellect but as you can see after 10 joints the int exp did not increase at all.
[attachment deleted by admin due to age]
[attachment deleted by admin due to age]
#16
General Discussion / Why still double beds?
May 19, 2017, 02:33:10 PM
Hi all, in various posts I'm still seeing people putting double bed for a 1 person bedroom. I thought in the latest alpha the double bed doesn't offer any additional bonus and is effectively 2 single beds put together? What am I missing here?
#17
General Discussion / Efficient Room Shape and Thermodynamics
May 12, 2017, 10:08:51 PM
Having played a lot of cold biomes, I wanted to figure out the best insulation methods. While many tests has already been done to conclude things like airlocks, double walls, etc.. I didn't see a whole lot test done on actual room shapes other than 1 post concluding using square rooms. In real life, thermodynamics works by minimizing surface area/perimeter to reduce heat transfer, so in theory, circles work best. In game, for the same room size, it makes sense that square rooms retain heat better than rectangular rooms, but taking that logic further, circular rooms should be even better. The problem is that making circles on a grid system is effectively a bunch of smaller horizontal and vertical sides that make up a curve, so if the game counts each of those edges, then circular rooms could have more "edges" than a square room, making it less heat efficient. I did my own little test. Results are rather interesting:
Short version: Circular rooms are better, but avoid 1x1 diagonals (ie, 45 degree) when making your curves.
Long version: See pic. Did three tests with 8 setups. each test has same room size. Outside temperature is -152C.
Test 1: Three rooms of 25 square size. Setup A retained most heat and B the least. C in the middle
Conclusion: It looks both the horizontal and vertical "edge" of each diagonal block is counted so heat is lost horizontally AND vertically. Making diagonal walls inefficient. So it looks like minimizing the "edges" is the way to go - A has least number of "edges" (20), followed by C (24), then B (28). Their temperatures follow the same pattern, making B the worst, even though it has the smallest "perimeter" in terms of wall blocks.
Test 2: 2 rooms of 61 square size. D retained more heat than E.
Conclusion: Even though both has the same number of "edges" (36). The circular room in this case is better because the "curves" are formed with 1x2 blocks instead of 1x1 block. This means that heat is only lost through the "long" edge, because the "short" edge is effectively a 2-layer wall, making heat loss from that direction minimal. In this set up, thermodynamics is working as nature intended. the circular set up has fewer "effective" edges so smaller heat loss.
Test 3: 2 rooms of 37 square size. G retained more heat than F
Conclusion: Confirmation of test 1 and 2 - Even though "circle" in theory is more efficient, using 1x1 (45 degree) diagonal walls will negate any efficiency gains from perimeter-minimization effects of a circular set up.
Therefore - make circles, but don't use 45 degree walls to make the curves.
[attachment deleted by admin due to age]
Short version: Circular rooms are better, but avoid 1x1 diagonals (ie, 45 degree) when making your curves.
Long version: See pic. Did three tests with 8 setups. each test has same room size. Outside temperature is -152C.
Test 1: Three rooms of 25 square size. Setup A retained most heat and B the least. C in the middle
Conclusion: It looks both the horizontal and vertical "edge" of each diagonal block is counted so heat is lost horizontally AND vertically. Making diagonal walls inefficient. So it looks like minimizing the "edges" is the way to go - A has least number of "edges" (20), followed by C (24), then B (28). Their temperatures follow the same pattern, making B the worst, even though it has the smallest "perimeter" in terms of wall blocks.
Test 2: 2 rooms of 61 square size. D retained more heat than E.
Conclusion: Even though both has the same number of "edges" (36). The circular room in this case is better because the "curves" are formed with 1x2 blocks instead of 1x1 block. This means that heat is only lost through the "long" edge, because the "short" edge is effectively a 2-layer wall, making heat loss from that direction minimal. In this set up, thermodynamics is working as nature intended. the circular set up has fewer "effective" edges so smaller heat loss.
Test 3: 2 rooms of 37 square size. G retained more heat than F
Conclusion: Confirmation of test 1 and 2 - Even though "circle" in theory is more efficient, using 1x1 (45 degree) diagonal walls will negate any efficiency gains from perimeter-minimization effects of a circular set up.
Therefore - make circles, but don't use 45 degree walls to make the curves.
[attachment deleted by admin due to age]
#18
General Discussion / Slept in the cold AND too hot
April 28, 2017, 12:46:57 AM
Hey Guys, so in extremely cold biomes where my pawns have fur parka + fur tuque to survive the -130C, the "Maximum" comfort temperature is around 10 to 15C which still triggers the "slept in the cold" debuff. Raise the bedroom tempurature any higher and they get the "too hot" debuff. I read around the forums and can understand that fine when you sleep ur not "supposed" to be wearing anything so for realism sake the "slept in the cold" debuff disregards the impact from clothing. However, it doesn't make sense to me that this logic is applied to check the minimum temperature to trigger "sleeping in the cold" but does NOT apply to check the maximum temperature to trigger if its "too hot"? To me this is a bug/hole in the intended realism logic that should be fixed.
How are you guys getting around this, short of micro'ing them to take off the parkas each time the sleep? or microing to have an "indoor only" outfit
I'm playing vanilla.
How are you guys getting around this, short of micro'ing them to take off the parkas each time the sleep? or microing to have an "indoor only" outfit
I'm playing vanilla.
#19
General Discussion / Orbital Trader - What determines which trader comes?
April 24, 2017, 06:00:47 PM
Hi All,
I'm currently on a Cassy extreme sea ice map and am getting desperate for resources. I'm going on year 3 . In the beginning I got a good mix of all of the traders but started sometime after year 1 i started only getting pirate merchants. I just had what felt like the 7th straight pirate merchant. I have a stable food/power supply and the base-building/construction materials I "could" get by with only steel/plasteel from mechanoids but the fur parkas are getting really threadbare. I'm already started micro managing by giving them cotton parkas indoor and only switch to fur parkas when they need to haul outside/fight raiders. a few more months of this and they will not survive winter outside of the base or be able to fight off raiders outside.
Human raiders seem to have stopped coming as well - just fought off the 4th (5th?) mech raid...
Are the type of traders dependent upon some hidden attribute of my base? or am I just getting boned by the RNG gods?
I'm currently on a Cassy extreme sea ice map and am getting desperate for resources. I'm going on year 3 . In the beginning I got a good mix of all of the traders but started sometime after year 1 i started only getting pirate merchants. I just had what felt like the 7th straight pirate merchant. I have a stable food/power supply and the base-building/construction materials I "could" get by with only steel/plasteel from mechanoids but the fur parkas are getting really threadbare. I'm already started micro managing by giving them cotton parkas indoor and only switch to fur parkas when they need to haul outside/fight raiders. a few more months of this and they will not survive winter outside of the base or be able to fight off raiders outside.
Human raiders seem to have stopped coming as well - just fought off the 4th (5th?) mech raid...
Are the type of traders dependent upon some hidden attribute of my base? or am I just getting boned by the RNG gods?
#20
General Discussion / Gay man just woo'd gay woman?
January 28, 2017, 11:55:23 AM
Hi. I didn't really find any posts for this so thought i'd ask. I'm relatively new to the game but I thought this wasn't supposed to happen based on what people have posted about the '"gay" trait (mainly, will never find the opposite sex attractive)?
So i had Kepler (gay male) and Onesan (gay female) in my startup colony. They had about 70-80 opinions of each other and I just saw Kepler trying (and unsuccessfully) woo Onesan. I thought their gay traits should make the wooing initiation impossible? Is the game's internal gender logic simply flipping the pawn's gender with the gay traits so that Kepler's seeing Onesan as a guy? But if that's the case I should also be seeing straight male trying to hit on a gay male but I never saw that.. Or is what i'm seeing just a bug of a much more complex gender/wooing/relationship logic?
I'll be keeping a close eye on them to see if they eventually become lovers...
Thanks
So i had Kepler (gay male) and Onesan (gay female) in my startup colony. They had about 70-80 opinions of each other and I just saw Kepler trying (and unsuccessfully) woo Onesan. I thought their gay traits should make the wooing initiation impossible? Is the game's internal gender logic simply flipping the pawn's gender with the gay traits so that Kepler's seeing Onesan as a guy? But if that's the case I should also be seeing straight male trying to hit on a gay male but I never saw that.. Or is what i'm seeing just a bug of a much more complex gender/wooing/relationship logic?
I'll be keeping a close eye on them to see if they eventually become lovers...
Thanks
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