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Messages - Thyme

#1
Ideas / Re: Operating on mechanoids
April 03, 2017, 12:17:09 PM
reply #3 is what you're looking for:
https://ludeon.com/forums/index.php?topic=29503
#2
Ideas / Re: Bionics and Caravans.
April 03, 2017, 12:01:35 PM
I just did the travel victory, but instead of walking I used drop pods. Hella expensive to do though. Before my last jump, I was curious why my colonists weigh only ~55kg instead of the 90kg (including gear) that I calculated, so I checked their info panel. Turns out they had a x0.60 modifier for missing body parts (fully bionic (vanilla)). I don't know if that applies to caravans as well, but definitely helps with the payload.
#3
I'm afraid I can't help with .dll stuff. Curious about your progress though.
#4
Yeah, the intention is to have uninterrupted power in places without wood. You can now use any organic matter to power your colony.

I actually have no idea how to change that icon :S

*Inspired by the combination of ice sheet and abundance of human corpses.
#5
Off-Topic / Re: magnetically driven engines
March 19, 2017, 01:00:34 PM
Quote from: milon on March 14, 2017, 12:05:03 PM
The Science Asylum argues that there is no such thing as magnetic force.  And after watching the video I'm inclined to agree.  It's short, 3:45.
https://www.youtube.com/watch?v=p4gCTmlm5RQ
In the end, magnetism relies on special relativity and motion. This makes magnets a less likely source of "free energy".
This video explains it wrong. No need for special relativity at low speeds. The nuclei (opposite charge) moving in the opposite direction (double negative) create the same magnetic field as the electrons in the first place, thus moving the proton away from the wire. Fictitious forces are real (you can measure/feel them, duh!), but depend on the reference frame. That does not mean they don't exist. Damn click-bait!

I intentionally avoided mathematics. I doubt it will help the case, as "conservative force field" and similar arguments did not convince mumble2.
#6
Stories / Re: The shortest story I've ever had.
March 02, 2017, 12:25:46 PM
Quote from: makkenhoff on February 26, 2017, 05:57:46 PM
[...] awnings built on unstable hillsides can risk you getting your neck sliced open [...]
thank you Cpt. Obvious
Quote from: makkenhoff on February 26, 2017, 05:57:46 PM
[...] which is bad for your health. [...]
I said thank you!
#7
Eat her.

Also gets you a Duster!
#8
Ideas / Re: Radioactive Materials ( Uranium )
March 02, 2017, 11:18:53 AM
Dunno how it's for your country, but having radioactive substances in your house in Austria will have an effect on you. Definitely not of physical nature, more the law-enforcement nature ;)
#9
General Discussion / Re: Tired of useless colonists
March 02, 2017, 10:54:29 AM
Not sure what you mean with kibble. You'll get a 25% nutrition bonus compared to the ingredients. However, butchering a corpse into meat can give you less nutrition than the corpse has "raw". Do the math with your cooks butchery efficiency. It will pay off if you have abundant vegans though.
#10
Well, that's interesting, I never had that.
Those 35 people, is that just one colony or your whole faction?
#11
Ideas / Re: Nutrient Paste Dispensers
February 22, 2017, 04:09:39 AM
I just want my colonists to collect the meals so they don't have to cook metric craptons of rice.
Running a refinery project would be much easier.

*need 85k chemfuel (and lots of steel) to make the seven jumps to the friendly AI
#12
Mods / Re: [Mod request] In-game Clock
February 22, 2017, 04:05:23 AM
The ingame clock has 1-hour ticks ...

I know, that's a bit vague, but at 2x speed, hours go by in seconds.
#13
Ideas / Re: Radioactive Materials ( Uranium )
February 22, 2017, 03:44:51 AM
Radioactive isotopes with short or long decay times are not the dangerous ones. They're either gone (almost) immediately (11C, 20mins*) or take so long to decay that the activity is spread out indefinitely (238U, 4.5 billion years). It's the middle decay times that are so dangerous. If I had choose to sit either on 137Cs (30 days) or 238U, I know where I would place my balls.

*a half life of 20mins is on the longer end of the "decays-quickly" spectrum, but the transition is of course smooth.
#14
General Discussion / Re: Penoxycycline: What does it do?
February 22, 2017, 03:14:40 AM
To me, it seems like diseases will always infect 50% of your population, which also doesn't make sense. You can check the xml yourself: RimWorld1393Win\Mods\Core\Defs\Incidents\Incidents_Disease.xml
#15
The Sea Ice Challenge has ~-140°C