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Messages - Mikhail Reign

#106
General Discussion / Re: Charge rifles are too common
September 27, 2016, 10:43:36 PM
Quote from: Boston on September 27, 2016, 02:45:28 PM
They aren't using miraculous hand tools, they are using hammers, axes, welding torches. Do you even pay attention in-game? Take a listen to some of the sounds they make whenever the colonists work at a task. Chop down trees? Axe sounds. Mine some rock? Pickaxe. Build something? Hammer and saw. Work on something mechanical? Welding torch. All tools that would likely be a part of any colonization effort, and specifically mentioned as existing in the fiction primer.

Well the 'rock' they mine, isn't a ore, its a prefabricated steel or plasteel structure, so yeah they aren't beating that apart with a pick. Also, unless its been removed since it went to steam, the flash and spark when they hit stuff implies that it isn't a regular 20th century tool. The fact that its a man portable axe/wrench/welder/solider/hammer/surgical tool/whatever else they need, I imagine its something akin to a sonic screw driver - a sort of jack-of-all-trades device that can become what it needs to, using some future tech that would sound like magic to us, but would be as ubiquitous as a Swiss Army Knife to the Rim people.

Quote from: Boston on September 27, 2016, 02:45:28 PM
The colonists also don't have access to "awesome batteries" and "super magnets". First of all, where are you seeing magnets in-game? As far as I can tell, there are none. As for batteries, they actually kind of suck. Generally, the trend for more advanced technology is to get more compact and more efficient.  Batteries that take up the same amount of space as a bed and explode on an alarmingly-regular basis are not "awesome". They sound like cribbed-together junk. Which is what they are. Modern batteries are more efficient.

Well given that this wonder tool never runs dry, it has some pretty awesome power generation/storage capabilities. Also it can be used to make a reactor that can power a spaceship, so its got to have some tech. Their batteries are able to charge and discharge amounts of power that for us is insane (you create a battery bank the size of a single bed that is able to power a house and then be recharged in a matter of minutes)- so yeah they are futuristic and awesome, even if a bit dodgy. As for magnets - you cant make a reactor or even a simple electronic door without magnets - even if you don't make a 'magnet' in-game, the things they produce imply they they are able to make them.

Quote from: Boston on September 27, 2016, 02:45:28 PM
I can build a bow in my backyard, actually. A bow is far simpler to make than a firearm, which in turn is far simpler to make than a railgun.

I'm going to say 'No, you cant'. I don't doubt that you would be able to make something that looks exactly like a bow, maybe even move a arrow through the air enough to embed in a light target. You would not be able to make a actual combat bow - the necessary knowledge in wood is amazingly high. You have to use the wood from the right part, of the right tree, at the right time of year, prepare it in the right way, have a working knowledge of that particular woods compression and tensile strengths, run the grain the the appropriate direction, shape the wood in the correct way to optimism that particular pieces characteristics.

Quote from: Boston on September 27, 2016, 02:45:28 PM
Take a look at the fiction primer of Rimworld sometime, and you will realize that a large part of the theme of Rimworld is how technology is unsustainable. The whole reason there are tribes and "modern" people on the Rimworlds is specifically because they couldn't sustain all the superawesome shit they had on Glitterworlds. It is why components and breakdowns were added, and why there are specifically non-powered versions of almost every workbench in the game. If you can't support your current level of technology, TECH DOWN. Stop using DEW and use cartridge-based firearms. Stop using firearms and use bows and arrows.

Thats one way to interpret it. Ty has never said that tho - a lot of the unpowered stuff was simply added because us as a fan base asked for it because it turned out that people really dug the tribal stuff.

Quote from: Boston on September 27, 2016, 02:45:28 PM
You might be able to crib together a zipgun, but could you sustain it? Make new parts for it when they break, make new ammunition (not find new ammunition, but make new ones)? Chances are almost overwhelmingly likely no.

If I had a tool like they did that made parts, yeah I reckon I could. The chemical side of it would be when it got hard, because you would have to source specific chemicals to make ancient recipes, which is why I suggest they would use more current, and familiar tech.

Quote from: Boston on September 27, 2016, 02:45:28 PM
A railgun, or other advanced technology for that matter, is that multiplied by 100000. Hell, "modern" technology in and of itself is unsustainable.  Can you build a refrigerator, without the internet or a guide telling you how? How about a windmill? A heater? You do realize that, if society were to somehow collapse in real life, humanity would be back to the Iron Age within a couple of generations, and we would never be able to have another Industrial Revolution? We used up all the resources.

I.... I dont get this one. Yeah I could build a refrigerator - not a modern one, but a kerosene one quite easily. But then a windmill? Thats just a wooden structure, which I've built more then a couple of, with a supported bearing, a sail and a universal joint - so yeah I could make that too. If I had to make everything my self (except the initial tool) I'd replace nails with wooden dowels, but yeah its doable. And then a heater; a fire - done. ? If you are talking about a spaceheater, thats just a heating element (a controlled short circuit) with a fan behind it - you could do the same (and I have done in my shed) with a fire and a fan. I really dont get if you are saying those things would be hard to make - if I was stuck in the wild, with a tool that was capable of fabricating 'parts' like theirs is, none of those things you listed would be outside my knowledge to construct, given enough time, manpower and desire. A bow on the other hand uses a whole heap of principles that I have no familiar basis with.

Quote from: Boston on September 27, 2016, 02:45:28 PM
I consider myself pretty familiar with most examples of modern technology, but that doesn't mean I could reproduce it. I know the mechanics behind a computer, but I couldn't build one out of scrap. I know the mechanics behind an internal combustion engine, but I couldn't build one from scrap.

Same here, yet the Rimworld people do (cyro pods must use a computer. that spaceship has a computer in it somewhere. etc etc). Either they are all nuclear scientists, or those tools help them.

Quote from: Boston on September 27, 2016, 02:45:28 PM
Oh, and the setting is clearly in the future. Are you missing the space ships flying by, the mechanic killer-bots, and the Directed Energy Weapons?

Pretty much yeah - all the cool futuristic stuff is largely incidental - the spaceships could (and are) get replaced by local caravans, the mechs almost seem jarring when I encounter them simply because how out of place they feel in context. I'm sitting in my cave, guarding my cotton plantation with bolt action rifles behind sandbags, running the power off burning wood, raising cows and then ROBOTS.

Rimworld feels 90% modern with 10% future shoehorned - and for no reason - the futuristic stuff always feel almost the same as its 1000 year counter part. What I'm suggesting is making the 'old' stuff 100-400 years old, plainly inspired by 1000 year old stuff.

Relating more directly to this post - what you could then do would be buff some of the lower tier weapons slightly to make them more competitive with the charged rifle in certain situations (eg: slightly extend the survival rifles firepower and rate to make it a more solid step between the sniper and the charged rifle; make the pistol more accurate at shorter range with a bit more punch and slightly shorter aim time and next-to-no move cool down etc etc), nerfing the Charged a little in terms of its universal-ness (lower damage, increase fire rate, lower accuracy).
#107
Quote from: carbon on September 27, 2016, 09:06:52 AM
I think they only put on enough clothes to avoid the naked mood de-buff.

Try to strip her again and quickly remove everything but a decent quality parka. That should keep her alive at least until she gets off-map.

+1

This is how it works. I keep a one square stockpile of pants and Tshirt/parka (depending on map temp) in prisons. You can set the quality so they only get reject stuff. Then when you get prisoners, strip them when they come in and haul the clothes. They will then wear top/bottom to clear the buff, which should be your warm clothes and Roberts ya sisters brother.
#108
General Discussion / Re: Charge rifles are too common
September 27, 2016, 01:57:27 PM
Quote from: Boston on September 27, 2016, 01:30:40 PM
Quote from: Mikhail Reign on September 27, 2016, 01:23:04 PM
Quote from: Boston on September 27, 2016, 10:51:28 AM
Why do people in Warhammer 40k use cartridge-based firearms, including a literal M2 Browning HMG, unchanged for 38,000 years ( I am not kidding. The Heavy Stubber is a M2 Browning), as well as literal black powder weapons, when they could have the option to use laser rifles, guns that shoot miniature suns at people, and MARTIAN DEATH RAYS


So is Rimworld.
...... Because it's a fictional universe and they could field literally whatever they want?

A: ya fucked up ya quote.

B: I'm not saying they should use particular guns, because realisum (using 40k as a reference?). I'm saying they should use interesting guns because it's the year 3000 so it should seem like it. If everyone is going to use Lee Enfields and M-16's, why bother to set it in the future at all? Instead of 'Rimworld' it could be 'Shipwreaked 1987' and I wouldn't be able to tell.
#109
General Discussion / Re: Charge rifles are too common
September 27, 2016, 01:23:04 PM
Quote from: Boston on September 27, 2016, 10:51:28 AM
Why do people in Warhammer 40k use cartridge-based firearms, including a literal M2 Browning HMG, unchanged for 38,000 years ( I am not kidding. The Heavy Stubber is a M2 Browning), as well as literal black powder weapons, when they could have the option to use laser rifles, guns that shoot miniature suns at people, and MARTIAN DEATH RAYS

...... Because it's a fictional universe and they could field literally whatever they want?

Also, yeah when your culture has handheld tools that can build anything, that are probably based on some crazy similar tech, it would be easier to make rail guns then it would be gun powder. One is utilising the tech you have access to in a difference way (assuming the wonder tool uses a awesome battery and electricty in some way, and isn't gun powder powered), while the other is creating a chemical you don't have, to put in a case you have to make, to cap with another material you have to find, to put into a weapon that uses ancient tech. If you are in the futur and have access to awesome batteries and super magnets, yeah I reckon it would be easier making a rail gun then a powder gun.

Any 'problems' rail guns have now, are completely irrelevant - it's 1000 years in the future. That's like a 10th century surgeon saying that heart surgery is impossible because the person would run out of the four essential life fluids.

It isn't just about how modern the tech it - it's about how familiar your are with it. By your reasoning you should be able to make a longbow in ya backyard in half a day with no reference. I bet you would be able to make a reasonable gun before you could make a reasonable bow simply because the technology used in a gun is current, and at least somewhat social memory. I know the chemistry and mechanics behind a bullet and gun. I have no idea they type of wood, how to arrange the grain, how to prepair it, how to optimally attach string, optimal bow lengths etc etc. give me an afternoon and I could make a zipgun that would kill, but I would probably have made a bow that would hurt.
#110
General Discussion / Re: Charge rifles are too common
September 27, 2016, 10:41:47 AM
I see where you are coming from with the industrial base arguement, but when a colonist can bash together a solar panel, geothermal generator, a planet to space radio or literally all the parts needed to make a spaceship with nothing more then whatever that flashing tool is, I don't see why they couldn't make what ever their times equivalent of a AK-47 is (assuming it's the Charge Rifle).

I could actually see with all of the weapons in game having some fluffier names given to them, and a reskinning. I really doesnt make any sense at all for them to be using 20th/21st century guns. In Firefly, Malcom uses a pistol that looks very similar to a 18/19th century six shooter, but it's a actually a gauss/coil gun that holds six slugs. The props name is 'Moses Brothers Self-Defense Engine Frontier Model B' obviously inspired by the 'Colt 'Peacemaker' Single Action Frontier Six Shooter, Model P'.

Instead of a 'survival rifle' it could be a 'Rimington Frontier Varmint Rail, Model 2886', with some fluff about it being a old-timey railgun. A 'pistol' could be a 'M2911 'Tribalstopper' Army Special'. A 'PDW' could be a ''Shaved' Warg Personal Liberator', with some fluff about it being a coilgun that shaves a metal rod for ammo (Warg=Colt).

Following this the lesser guns would still be 'old' but only a few hundred year, and so comparable with current ingame tech and futuristic. Given the tech the colonist have access too, rail/coil guns would be an easy first step - it's just propelling metal with magnets. It would probably be easier for them to do that then make gunpowder.

This would just bring all the weapons together so they feel like they are comparable on the battle field. Then Charged Rifles COULD be the King of the firefight, but modern weapons like they would be rare out on the rim. People would have to make do with leaver action rail guns, double barrel sonic disrupters and six shooting coil cannons, which would be a lot more powerful then their 18/19/20/21st century counterparts, and so could be made more on par with the Charged Rifle then they currently are.
#111
General Discussion / Re: Just a tad overprotective
September 26, 2016, 12:24:15 AM
Quote from: carbon on September 25, 2016, 04:34:51 PM
Well it doesn't seem like a good idea to get on the father's bad side...

+1
#112
General Discussion / Re: Charge rifles are too common
September 26, 2016, 12:22:44 AM
Well..... given that its the year 3000 or so, Lee Enfields, Uzi's and M16's should be as rare as 1000 year old guns today, and Charged Rifles (assuming they are the 'current' tech in game) should be as plentiful as AK-47 (variants) are today..
#113
Ideas / Re: Drug with effect to lower libido
September 20, 2016, 04:24:51 AM
Quote from: mumblemumble on September 18, 2016, 05:08:52 AM
Smokeleaf (weed) irl also raises the possibility of homosexual thoughts as well... though, doubt this will take effect

Wait. What? You got a source for that?
#114
Sadly it counts all apparel on the map in the 'Do until X' count (I think - this may have been addresses recently). The way I have found to get this working is to make sure that whatever appeal I'm making I have a Stockpile able to hold it with a high priority near the bench so I can monitor if and new version arrive, and to also have a similar setup next to a crem to burn any low quality/damaged versions. The idea is to make sure that the production que is clear.

Another thing that causes this is a colonist dropping a, for example, a parka to change it for something else and then another colonist coming along and hauling/wearing the parka, removing all evidence. When the colonist drops it, once it's on the ground its included in the count and the tailor stops and moves onto the next job. The second colonist hauls/wears the item removing it from the count, so when the tailor stops they return to the orginal job, leaving the second unfinished with no request for it. Items being hauled aren't included in the 'Do until X' count.

So if I have parkas as 'Do Until 3' I have a x3 space stockpile for parkas as high priority (with quality set as whatever my standard for my colonist at the time is - or higher and damage to 50% or greater) in my storeroom. Then I place a stockpile near a crematorium to high priority to accept parkas of lower quality then my standard (with any damage) AND a stockpile to accept parkas of my standard or higher with damage 50% or lower. Then I tell my crem to burn any apparel (for safety I normally fine tune it but it's not needed) withing a radius that includes only the garbage stockpiles so that ANY parka that's not the 3 that I'm keeping gets burnt. This also means that sub bar tailor products gets promptly incinerated meaning that they stay busy and gaining XP.

Another 'failsafe' that I use is to make unused floor of work areas stockpiles that accept nothing with critical priory, and then hide them. This means that I KNOW that dropped items are being counted, but that won't stay their since it isn't their stockpile.
#115
Aw man. I nearly always have melee hunters. Since hunting because less... friendly fire-y lately I'd actually gotten to enjoy my hunters not getting shot in the back all the time. I generally have at least 2 high skill melee guys with top tier weapons who hunt.  The constant combat keeps their skills up, and (thanks to a mod) I'm able to choose what everyone hunts so I just dont hunt dangerous animals unless I have to, and then I plan for it.

Also a lot of mods use training dummies/firing ranges that act as a hunting job. I normally have EVERYONE in my colony have hunting at least as a level 4 priority so if they have some downtime during work hours, they spend some time on the range/sparing.
#117
General Discussion / Re: Revive a colonist
August 18, 2016, 05:08:07 AM
Op - wait sorry. I was reading this as 'revive' as in wake up e.g: from a coma or sickness; not revive/reanimate from the dead. While I'm sure there would be a way to do that, I dont know how.

The way that I would bring a colonist back from the dead would be to copy the colonists attributes (using a similar method as above) and then paste them over the attributes of a donor pawn who was already a member/prisoner of my colony. They wouldn't be the 'same' person, closer to a clone (like IRL cloning). As long as you copied all the social attributes, history etc etc everyone would treat them the same.
#118
Quote from: Kagemusha12 on August 17, 2016, 08:12:18 PM
Or just temporarily close the trapped path with a wall (either at its entrance or exit) when releasing prisoners, so that the prisoners are forced to take the doors (thanks to the "uninstall" and "install at"-commands for walls, this is fast and doesn't cost any additional resources (except for building 1-2 tiles of walls firsthand))


......................... holy s$%t. How have I not noticed that you could do that?
#119
Well as I said, Geo Vents will heat (quiet drastically actually) a room they are in. A small room can get to a hundred degrees C in seconds.

I like the idea of animals warming a room. To expand on it, it would be nice if ALL pawns added 1/2 degrees to the temp of the room they are in. This would give tribals another option during winter - huddle together in the same room.
#120
Quote from: Peng Qi on August 15, 2016, 11:44:50 PM2. "Geothermal vents" should have a second building added to them at Paleolithic tech: Hot springs. Hot springs would be joy-producing buildings that up to 8 people could use at once, and would add a great deal of joy. They would also relieve hypothermia symptoms and keep characters warm while in use. Additionally, geothermal vents that aren't in use as generators should probably increase the temperature of surrounding tiles.

I like this idea. Geo vents could be a little more intractable, with a couple of options of how to utilize them.

Also FYI, Geo vents already increase the temp of the tiles around them - when they are in a room. Currently outside is outside - there is no temp difference between outside in the sun, and outside in the shade, outside in a fire, outside standing on ice or anything else. This sadly means that a Geo outside has no heating properties. If you were to then build a small room around it (and remember to roof it) the temp would quickly climb to 'everything catches on fire' temperatures.

I personally am of the opinion that temp outside should be handled like beauty - a default value for each tile (the average temp) with any modifiers applied, with map wide changes (volcano etc) changing the default value and local changes (a fire, being side, under a roof) being applied tile by tile. Inside temps are fine being handled room by room.