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Messages - NickU

#1
Ideas / Re: Cooking - improvements
November 26, 2019, 06:01:20 AM
@ReZpawner - Thanks, I didn't know that was an option.
#2
Ideas / Cooking - improvements
November 25, 2019, 11:40:30 AM
1. Have the cook use ingredients that are due to expiry first.
2. Limit the cook to use ingredients that are within a certain definable radius of the stove.

The Corn harvest has just come in and my freezer is full, but it is alright because the Corn will last 60 days in a regular room like the kitchen.  However, I still have a few stacks of Berries and Rice lying around, but never being used because I've got a stack of Corn closer to the stove which takes priority.  If my cook could simply choose the ingredients with the earliest 'best before date' that would be great, provided he didn't go stomping half way across the map to pick up a crate of berries that got left behind.
#3
Why do people build Crematoriums?  I find it much cheaper, with no power requirements to just build a stone room, or wall off a cave, set a corpse dumping ground inside and then periodically throw in a Molotov Cocktail.  Just before you throw in the Molotov, have a quick scan of the bodies for gear that you want to recover or bodies that you want to keep.  Just remove the home area from it and forbid the door until cool down.
#4
Ideas / Re: Better Batteries
November 25, 2019, 10:12:55 AM
I'm not sure you understand how batteries work in game (https://rimworldwiki.com/wiki/Battery), some of your questions don't make sense, unless I'm the one who doesn't understand them :)

Rimworld batteries do not 'load' the network as in real life.  ie They don't draw power, they simply store half of any excess produced.  So in answer to your questions:

1. Their charge rate is based on how much excess power is available.  While their discharge rate is based on the shortfall of generated power.  Why would you choose to charge/discharge them at any other rate?  For example they are already being charged at the maximum possible rate, what is there to choose?  To reduce that rate and waste power or increase that rate and cause other power consumers to black out? 

2. Size storage units?  You can do that manually, just cluster more batteries together.  Of course it takes more space, but that is generally one of the laws of physics.

3. Ok, I guess you are talking about powering the Deep Drill as I can't think of another reason that batteries need micro-managing.  This is not really an answer, but one battery will keep a Deep Drill running for 2.4 days continuously.  Alternatively, you could use a vanometric power cell (https://rimworldwiki.com/wiki/Vanometric_power_cell).

4. There is a useful mod with a timer switch that can be used for doing this - PowerSwitch mod:  https://steamcommunity.com/workshop/filedetails/?id=717632155

5. Here's where I think you misunderstand Rimworld batteries.  Power in Rimworld is like water.  You have generators pouring out x Gallons of Water per second.  Electrical devices (other than batteries) use that 'water' and any 'water' not used simply goes down the drain.  Batteries simply scoop up half of that wasted 'water'.  When your solar panals go off line, your batteries charge rate decreases, stops altogether or reverses (as they become a power source).

6. Yep zzzt are annoying. You need another mod - RT Fuse: https://steamcommunity.com/sharedfiles/filedetails/?id=728314182 then you can put fuses and circuit breakers into your circuits which drastically reduce zzzt.

7. There is another mod out there that causes everything to degrade over time unless your Constructor/Repairer is regularly seeing to them, the bonus is that things don't breakdown if your man is on the ball.  I tried it, hated it, it was so labour intensive that I had to have a pawn on it continuously.  Easier, to just drag a new component out to whatever broke down when it was needed.  There is a compromise between realism and tedium in a game.