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).