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Messages - fenrin49

#1
hmmmmmm what about the new wood fired generators?
#2
Releases / Re: [A13] Rimsenal v0.511 : Federated
April 14, 2016, 01:40:38 AM
hmmmm i should like to propose maned flame thrower turret....
gota do some testing with this - its just the weapons so far?
also the gnasher is overpriced by a zero in steel.
huh dejavu :-)

edit:
a more serious proposal put 2 slag chunks in the recipe instead of components-they are about as available as components and it gives a use for them before you get the smelter, fits the theme, and it would make the weapons a good desperation/early game option for when you have no resources to spare. overall that would make them kinda cheap. the better weapons in the set might have a component or two also but i think the basic weapons should be easy to scrounge together in a pinch.

edit again!:

so i did some testing.

the scatter stick could do with a bit more spread its bit too accurate

the death dealer could use a little bit more accuracy

scrap tooth also needs a bit less accuracy hardly missed a shot

thrasher also seemed a bit too accurate frequently hit all 3 in the burst

scorcher fuel puddles were not igniting and got very few direct hits but seemed like if the fuel was light it would be a decent short range alternative to the incindeary launcher

gnasher needs allot more accuracy or more bullets double of either and it would be usable.

thats just what i found firing a few bursts at max range and closing in. definitely fun to play with though. and ok balance wise maybe a tiny bit much damage. very good against bears people with guns less so.
#3
so i for one like to have back up systems for everything and was thinking that some way to get power to flow only one way down a line would be immensely useful -  say your main solar grid goes down and you have a spare battery set for each turret instead of having to manually send a pawn to flick a switch and disconnect that system so that your AC and light system doesn't drain the energy you need in case of emergency.

another thing is sunlight sensors or preferably clocks - plants only grow for 13 hours of a day the rest they are resting i found i could save some power and keep grow speed up by turning off my sunlamps while the plants are 'resting'. also i dont need my workbenches active for the hours my colonists are sleeping however for those nocturnal people and those with colonists on different schedules a by the hour clock switch would be perfect.plus then i can be supper thrifty and have my nutrient dispenser only active at meal time.

temperature switches for obvious reasons

now i love the wood fired generators and i have been running them without battery banks but it would be nice if i could some how throttle them to demand without sending a guy to 'flick' a few of them off and fiddle around to get good efficiency.

some sort of proximity switch would be nice too so that lights and worktables only turn on when some one is in a room- im loosing kilowatts on power just for lights and work tables while everyone is asleep!

a bypass so that i could cross 2 power lines without them connecting -or maybe a way to set channels for conduits-  so that i could send a guy to flick off all the heaters when its summer and i don't need them burning that tiny idle amount-and the same for coolers -or all the lights or the work benches- without having to make a birds nest of conduits and reconnecting things around to get all those systems on their own conduit lines to some main circuit breaker style switches.-i don't mind sending guys to flick a switch but i don't want to tell them to do it every day or for multiple objects in a room.

ways to use more power to produce goods faster like the new sewing machine. or to spend power to actually do some chores - i saw a mod with heated floors to melt snow for example. a dialysis machine to help those colonists that had a kidney shot out who usually just die the next time they get sick or infected-(probably not as forcing you to go borrow a kidney to save a colonist from a sickness is too entertaining). vacuum and hauling robots come to mind but i dont really think they fit. a room specific cleaning thing would probably balance better. some pneumatic delivery system that requires power and infrastructural but lets you move items quickly across your base-watching colonists waste time walking clear across town to get a potato and then go back again for a piece of meat to make one meal is annoying i know you can just have your kitchen and store room together but i prefer to have the store rooms farther away and the finished food closest to the dining room - so being able to ferry goods between two locations without having the crafter to walk back and forth would be great.



Any way in summery all i really need are diodes, clock-switches, temp-sensors, light-sensors(could skip and just have clock but light sensors can work around the weather.) and some way to cross conduits and maybe run a few separate parallel ones  on the same tile, and i could get all my systems in line in an orderly and efficient manner. - and that wood generator throttle i cant seem to think of a way to get my people to manage my generators efficiently although they seem quite good at prioritizing keeping the generators fed.

I cant really think of any other improvements to be made to the power system without going and integrating some logic gates to control doors generators turrets and such- which IMO would not add much to the game and would take the control away from the unpredictable colonist. Any other bits that you crave for the sake of practical use or stupid efficiency?
#4
Releases / Re: [A13] Rimsenal v0.511 : Federated
April 13, 2016, 08:23:12 PM
you sir are fast.
#5
Releases / Re: [A13] Rimsenal v0.510 : Federated
April 13, 2016, 06:45:22 PM
yo! found a bug drop suit helmet cost 700 plasteel im guessing thats suppose to be 70. go fix that zero so i can build badass armor! love the mods!
#6


felt like i had to bang out a sketch so here it is !
mebe next time ill put some time into a proper painting ;D

http://i.imgur.com/9CXpZTh.png?1

[attachment deleted due to age]
#7
Quote from: Lupin III on September 18, 2015, 03:42:33 PM
Quote from: Kolljak on September 17, 2015, 11:04:36 AM
Running into some errors

My peeps just stand there cant do anything anymore and the redline error reads...

The given key was not present in the dictionary
did not find skill def social returning to shooting

No idea what went wrong just started happening.

Same here. Played a game just yesterday for hours where everything worked fine. I started a new one today and the behaviour was normal at first, but now the "social" people get stuck. I can draft them, but not move them and after undrafting they still stick to the same position. The whole games is lagging to almost a halt. It only goes away if I wait for the guest to leave the map, save and reload the game.

me 3! is there a quick fix that works ? i tried downing them but then when rescued they vanish.....

also the error seams to happen when they fall asleep while talking with them
#8
Ideas / Re: Put Prisoners in Cryosleep Chambers
September 19, 2015, 09:09:48 AM
you can actualy but they have to be downed --- soooo you can wait till they go berserk and knock em out or you can use the dev console to down them if your ok with that --- also you can turn their cells into freezers and give the m hypothermia-etc

also you can do the super eveil trick of sleeping all your colonists exept the phycopath ones so they dont get a mood drop when you harvest all the organs and sell them off as slaves.... BWHAHAHAHAA - nothing evil hapening here