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Messages - Mikhail Reign

#31
Quote from: Hans Lemurson on February 07, 2017, 07:38:08 PM
Why is a "Kevlar Helmet" even a separate item?  Shouldn't it just be a Military Helmet made out of Synthread/Hyperweave/Devilstrand?

This. It's just another useless thing that fill up limited storage space.
#32
Man..... I remember when concrete came in bags at least twice they size they are now, and you gave anyone that only carried one from the ute shit.
#33
Ideas / Re: Store in specific zone option
February 10, 2017, 07:30:18 PM
It would require the whole system to be rebuilt. The stockpile that something is put into is determined by the proirty of the stockpile. If a colonist put it in X pile, and that wasn't the pile with the appropriate priorty, someone else would just move it to the right stockpile. It like just increase the work load. If this is what you are trying to achieve, just make the Zones so that the crafter isn't aloud in the stockroom, and can only access the pile you want. This lets you have more then one priorty system.

If you want a pawn to put X item in Y stockpile, just set the priorities so that the stockpile you want them to take up, is the one that they take it too.
#34
Isn't 40 pound only like the weight of those little concrete bags? Like... 20kg?
#35
Ideas / Re: Take to NEAREST stock pile
February 10, 2017, 04:48:51 PM
'Nearest' stockpile won't work. The game uses a priority system. If I have 3 stockpile, each one further away - pile 1, pile 2 and pile 3, only one of them is going to be the correct priority for the item to end up in it. Let's say the priority is P2>P1>P3. The second that a colonist took it to the 'nearest' (P1) it would be in the wrong stockpile because pile 2 has space and is a higher priority.

If you want stuff to end up where you want it to end up - use the proiryu system correctly. Just make the stockpile closest the highest priority. Also the zone and priority system used together can create complete hauling protocols. Eg: in my colony's, no crafter will retrieve raw materials. Haulers deliver and retrieve. Crafters are only aloud to use the materials near the bench, which overflow from storage.
#36
Ideas / Re: Kevlar®
February 09, 2017, 09:43:54 PM
Yeah the Kevlar argument is very closely related (but different due to copyright) to the "most of the in game stuff is just currently outdated stuff instead of something that actually seems appropriate in world" argument.
#37
Ideas / Re: Off-topic suggestions
February 09, 2017, 11:24:56 AM
With the 'turn off if you are the last person' and Co idea - seems like it would be rife with hair pulling moments.

"WTF - Why spend half an hour turning everything off if you were just gunna take a 45 minute break?"

Or

"Colonist paths through the room as someone's leaving and it doesn't get turned off"

Or a million other 'what if' moments. Keeping everything real simply and generic, and giving the player options on how to make it complicated (timer block) seems a lot easier then adding it to the list of AI jobs.

Everyone's perceptions are different. What you perceive as a waste of time, might be important to other, and vice virsa. The opertunisitc hauling problem really covers it. What happens when someone starves because they decided to to go get a nearby rock chunk instead of going back to base?

I think colonists should pretty much just try and take care of them selves. Anything more then that and I should be prodding them.
#38
So like an upkeep cost for built items? Seems ok, but what stops me needing to click on every door in my base to check their health when I'm low on supplies?
#39
Yeah - there is SO MUCH that you can do when you start combining zones, priorities jobs and limits. You can get a lot of automation to happen....
#40
To final animals I just pause, zoom out as far as pos and then play again at full speed. Anything that moves is an animal. And food.

Anyone here use Colony Manager mod? Let's you automate Hunting, with zones, animal types and meat limits. Same for collecting wood (harvest wood in X area, until many in stockpile) and plenty of other stuff.

Takes ALOT of the micro out of the game.
#41
I'd like to say that the 40k tangent was completely unintended, and pointless. I tried to use it as a passing example, and someone else wanted to tell me how much they knew about 40k..... Final shot tho - auto pistols, stubbers etc (20th C guns) are like.... the WORST weapons in that game. They are stuff guardsmen laugh at

Also the assist rifle isn't an M16 because I know better. It's an M16 because
A: it looks like one, but more importantly because
B: up until a few Alphas ago it was CALLED M16. In game. All the other weapons had their real names too. Before the Machine Pistol was a Machine Pistol it was a PDW. Before that it was just called UZI. Before the Survival Rifle was called that, it was called a Lee-Enfield. In game.

Anyway, back on point.

Quote from: SpaceDorf on February 09, 2017, 06:08:27 AM
"Hey Look, if we apply the rule of cool, which kind of weapons would actually add something to rimworld ? "

Like I said before - some kinda appropriate blend of current and future tech. Something that looks like it was made on a Rimworld from steel I chiseled out of a mountain. Something with a bit of flavour.

I'm a massive fan of the 'Western' naming themes. Completely unstandardized, and produced without a production line.

Real: Single Action Army, SAA, Model P, Peacemaker, M1873
Fictional: Moses Brothers Self-Defense Engine Frontier Model B

Firefly really knew how to hit the nail on the head when it came to getting the theme right. I mean even the ship embodied a horse (look at it from profile - the cockpit is the head and the panels that come out are the ears).

So yeah - some kinda leaver action powered railgun to replace the survival rifle? A "Emily Chesterfield Rotation Railgun M2887"?

Some kind of Gattling gun inspired crank powered energy weapon?

A 2 shot plasma gun? A "12KW, double rail Rimington Special"
#42
You can use the animals to minimise the negative mood effects too - instead of storing the bodies all together, have a single storage space at the entrance to the enclosure, and then a larger, higher priority space at the back. Disallow the larger space from colonists zones.

This means your colonists will haul the bodies into the room individually, but the animals will take them and pack them together at the back of the room. Limits the stacking of 'seen a dead body'.
#43
Ideas / Re: Kevlar®
February 09, 2017, 10:27:39 AM
Quote from: Schrimp on February 09, 2017, 06:18:52 AM
I guess what Mikhail Reign is trying to say is a warning for Tynan to be aware of legal issues for terms inside the game. Like the "red cross" thing which came up a couple of weeks ago.

No one wants Tynan or this game get into any trouble

This.
#44
General Discussion / Re: Thermodynamics 101
February 09, 2017, 05:51:21 AM
Would it tho? Since its a non metal, it would has very few free conductive electrons available....

I mean thats why you have to clean out your freezer - the ice insulates the piping and makes it not work. I'm not saying it would be the best thing in the world....

EDIT

I had to look this up. Curiosity.
Ref=http://www.engineeringtoolbox.com/thermal-conductivity-d_429.html

Higher is better

So yeah - its not great. But its not bad. Its a little worse then dirt and concrete. Better then steel. About on par with slate.... So it would be on my list of stuff to try.