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Messages - hopeseekr

#1
All Rimworld batteries explode when > 80% charge. It's uncontrollable, as far as I know.

I think it's a good thing to force them to micromanage it via toggle switches (what I do) or deal with the disasterous consequences.

An over-powered mod needs some deadly consequences.

But perhaps a 20,000 point research project to enable automatic safe-zone? that'd be so cool...
#2
ZPM (Zero-Point Module)

The Archotech ZPM slowly converts Dark Energy into electricity, for free, but has an outsized capacity of 25,000 Wd. It also steadily draws power from the Zero-Point Energy Field and stores it a highly charged pocket of subspace.

It is capable of powering an entire settlement for days on end..



This mod also adds an Artifacts Orbital Trade Ship, which specializes in Archotech of all kinds, including previously non-buyable artifacts, such as the Venometric Battery (which also sucks 1,000 w from the Zero-Point Field).

ALERT: The transdimensional conduits of the ZPM can have devastating consequences for all higher lifeforms on the map!

It is highly recommended that you do not allow it to get above 75% full capacity for long.

Warning: The ZPM manipulates the very fundamental basis of the space/time reality construct. Use it at your own risk!

Because of this there may be adverse effects. The main danger that you will experience, at about once every 3-5 years, is that if the Dark Energy Reserve gets above 80%, you are at risk for a huge explosion anywhere along the connected grid. If the explosion occurs inside, it will usually instantly kill any pawn within 5-6 tiles and, at full 25,000+25,000 capacitance, ignite a fireball of about 10-15 tiles in diameter, instantly raising indoor temperatures to > 2,000 F and igniting everything – and everyone – in the vicinity. Fire poppers are mandatory.

When used in conjunction with the Stargate, you will NOT need to wait to charge the Stargate (~20,000 kW), and in the future, it will also allow intergalactic wormhole travel (e.g., across our Internet).

https://github.com/BetterRimworlds/ZPM
https://steamcommunity.com/sharedfiles/filedetails/?id=2519838003

If you already have the BetterRimworld's Stargate mod, you will be able to research how to build your own ZPMs, at a considerable cost. See https://github.com/BetterRimworlds/Rimworld-Stargate

The Zero-Point Energy Field is very real. Please see https://en.wikipedia.org/wiki/Zero-point_energy for more.

Want your pawns to live forever young and healthy? Check out BetterRimworld's CryoRegenesis: https://github.com/BetterRimworlds/CryoRegenesis

BetterRimworlds: To make the world better; all of them.
#3
With this Glittertech, all of your colonists (and pets, and even enemies, if you're so inclined!) can live forever young!



Direct Download

CryoRegenesis sarcophagi not only restore your pawns to their youthful vigor, they also cure all age-related infirmities as well as every physical injury!

• No more aging. Everyone can be in their 20s!
• Heals bad backs, permanent scars, even dimensia, Alzheimer's and bullets to the brain!
• Heals most diseases. There is no more need to die from the flu!
• Entire limbs can be regrown with enough Uranium. Even brain injuries!
• Luciferium need cannot be cured, nor can psychological addictions, though physical tolerances will disappear.

Stock up on Uranium. You'll need a whole lot of it!

In a future version, I hope to add a "sarcophagus sickness" addiction to cryorepair that mirrors what happens in the Stargate universe.

It took me about 20 days to make, but that includes learning how to code in C#.

This project is fully open-sourced:

GitHub: https://github.com/BetterRimworlds/CryoRegenesis/
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2193849288

P.S. Before I pushed "Post" on this topic, RimWorld v1.2 was released. How cool is that?!
#4
I will test. I have lots of experience testing as a web dev.
#5
can I *please* have the A10 download link????
#6
Help / Mod request: Reverse Aging Cryosleep
July 08, 2015, 09:41:53 AM
OK. I realize this will require C# coding. I also realize that this may not be possible.

I want a special cryosleep container that a colonist can enter, but instead of freezing their biological age, it reduces it by a multiple of the ticker amount they stay in the container.

I am willing to pay for this work, so submit your total project estimates.
#7
So there are two recipes: One to make hypercubes and one to unpack them. It takes a serious pro to make them, and a long time, but anyone can unpack them. What I do is forbid all of the hypercubes, then I place the buildings I want, then I unforbid one or more hypercubes. Your lowly grunt who wants to craft will then proceed to unfolding the unforbidden cubes, and the material is instantly assigned to the objects needing construction. The remaining metal can be made into another hypercube later.

Here's a screenshot:
#8
Hypercubes are a transdimensional storage mechanism for bulky items, currently only steel. It works by literally unphasing the steel from this precise reality, and sticking it into a sidereal reality (not as far away as an alternate timeline or reality, but just under the surface). See: Stargate SG-1's Arthur's Device for complete technical specifications.

Hypercubes were expressly engineered with Stargate transport in mind. No longer will your colonists have to spend 20 days lugging 5000 steel to desperate people on far away worlds! Now, they can do so in just a few hours.

The interdimensional grid lattice is organized and maintained by complex nanites, and requires a well-rounded specialist to construct at the Smithing bench (currently: Construction (8), Crafting (5), and Research (5)). Typically, in a colony of 15 individuals, only 1 will have these traits, if trained well.

Before: 20,000 units of Steel


After: 40 units of Steel Hypercubes


It takes quite a bit of time to construct a hypercube, determined by the individual's crafting skill (because it is a work of advanced scientific art!). At level 5, it takes roughly 12-15 hours to build one. However, because of a superior GUI, even your colonists with ... greatly reduced mental capacity can rephase a hypercube into this reality, without even needing to do research! They just need access to a smithing bench.

It is *not* profitable to trade hypercubes (obviously), yet, sometimes a very few Bulk Goods traders will have 1 or 3. It is a quick, yet horribly expensive, way to accrue 500+ units of steel.

Hypercubes for other bulky resources, such as timber, plasteel, and others are planned, but will each require additional research by the colonies.




I could *really* use some help in getting this tied with the research requirements. If you want to create a building to manufacture hypercubes, please, be my guest!




Works with both A10 and A11.

Download (Dropbox)
#9
So this was never released for A10? :-/ This might be a good enough reason for me to upgrade. For some reason, I am horribly, terribly afraid of Sappers.
#10
Help / Research Requirements for Recipes??
July 05, 2015, 07:35:34 PM
I would like to add an advanced recipe to the Smithing bench so I don't have to create Yet-Another-Bench. But it doesn't seem possible to add a tech requirement for a recipe. Is that accurate? :-/ is *that* why so many damn benches are needed?
#11
Can you please provide me a download link for Alpha 10? I'm not going to upgrade any time soon, particularly if A11 is the last major overhaul. I *really* <3 my kill rooms ;-)
#12
Outdated / Re: [MOD] (Alpha 8) Sleepy Time
June 12, 2015, 10:29:09 PM
Is it possible to bump this mod to Alpha 10? :-/