Yup. It seems if the outside temps are unsafe they will just mooch at ya base. Not all a group always - but so far I had one guy stay on for over a year. In the end I considered him an honorary member of the colony. Tried a couple of mods to make a bed for him - no luck.
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#662
General Discussion / Re: Best possible starting location?
December 19, 2014, 01:00:05 PM
Seed and cords?
#663
Outdated / Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
December 19, 2014, 12:58:08 PM
Yeah same. I just run my guys out to the front door so they can all go 'Oh yeah, this is why we dont go outside - its below 100' and then immediatly run them back inside. Never had to have them stand outside for more then a second to make the 'cabin fever' go away.
Also,
Seed: 0bac
Size: 250, 188
Cords: 52, 184
has a very nice map for the ice sheets. Drops below -100 in the winter and has a very cool starting location
Also,
Seed: 0bac
Size: 250, 188
Cords: 52, 184
has a very nice map for the ice sheets. Drops below -100 in the winter and has a very cool starting location
#664
Quote from: kpsychopath on December 18, 2014, 09:46:52 AMQuote from: Mikhail Reign on December 18, 2014, 03:22:59 AMthat is not a vent. its useing the heat created by the coolers heat exhaust to warm it up. while it would still work, its not a vent. its still like placing a heater in the room
You can already do this to some extent. It takes a coolers 'cooling' the heat vent into the room you want to warm, and 2 coolers 'cooling' the target room (exhausting into the heat vent) to achieve an equilibrium.
Conversation about it: https://ludeon.com/forums/index.php?topic=8154.0
Yes - but the way that the cooler is getting a exhaust is because its cooling a hot room. A more efficient cooler doing the same thing would be a vent - most of the 'heat' isnt being created by the cooler, but is preexisting heat that is being transferred room to room. With further testing I came to the conclusion that a cooler transfers about 150% of the heat that it removes from a room - eg: it takes 1 degree from Room A it would exhaust 1.5 degrees to room B. It if it was more energy efficient and didn't created the small amount of extra heat it would be a vent, which was basically the system I was trying to create, and exactly the thing I was asking about.
#665
Ideas / Re: HYDROPONICS ARE WAY UNDERPOWERED!
December 18, 2014, 03:25:38 AMQuote from: Fruit loops on December 18, 2014, 01:32:53 AM
well early game your not going to have to have 20+ hydroponics to feed everyone you can rely on outdoor crops, later on when you need the extra food then it might be a feasible option
that's my opinion anyways
You only start with 3 people. It only takes 3 or so hydro set ups to feed them.
#666
You can already do this to some extent. It takes a coolers 'cooling' the heat vent into the room you want to warm, and 2 coolers 'cooling' the target room (exhausting into the heat vent) to achieve an equilibrium.
Conversation about it: https://ludeon.com/forums/index.php?topic=8154.0
Conversation about it: https://ludeon.com/forums/index.php?topic=8154.0
#667
Ideas / Re: HYDROPONICS ARE WAY UNDERPOWERED!
December 18, 2014, 01:22:00 AM
Why must they be end game? They are immediately researchable, with a low research cost, and in some cases are a nessesary first research. Seems like early game stuff to me.
#668
General Discussion / Re: Hot/Very hot in the mountain
December 18, 2014, 01:10:24 AM
Heh. Nah they are like anti glory holes - it's blocking head not helping it's distribution. Hehe I'm not gunna fix that spellin error. Too funny.
#669
General Discussion / Re: Turns out you can heat your base with coolers.
December 18, 2014, 01:06:43 AM
Heh, nice.
Yeah a fan sort of what I want. I think an easy way to do it would be change the coolers so they are just called 'ducted dan' or something, and allow me to pick which sides temp governs it - so I could say 'cool this room to 21' or 'warm this room to 21' - obviously you couldn't choose both sides at once.
Yeah a fan sort of what I want. I think an easy way to do it would be change the coolers so they are just called 'ducted dan' or something, and allow me to pick which sides temp governs it - so I could say 'cool this room to 21' or 'warm this room to 21' - obviously you couldn't choose both sides at once.
#670
Ideas / Something similar to when you alt clicked on imps in DK.
December 17, 2014, 09:57:35 AM
Because every game should have it.
#671
General Discussion / Re: Hydroponic Beds think they are outdoors
December 17, 2014, 09:51:51 AM
Everything that is impassable has done that since A8 - it doesn't effect the growing. Right now I have hydro plants, that when I mouse over then its -100 outside. They are still growing.

EDIT: huh. Screen caps don't capture the mouse. Well it was over one of the hydros which had plants that were mostly grown.

EDIT: huh. Screen caps don't capture the mouse. Well it was over one of the hydros which had plants that were mostly grown.
#672
Outdated / Re: [MOD] (Alpha 8) A2B: conveyor belts & co. [v0.8.0]
December 17, 2014, 12:05:47 AM
Thats what I meant. Walls don't leak. If they count as walls (like benches do - you can make pillboxes you can fire out of that stay heated/cooled - add in the switches mod on detect player and they power down unless someone is in them) then they would block heat transfers.
#673
General Discussion / Re: Hot/Very hot in the mountain
December 17, 2014, 12:03:05 AM
Partially built walls block head. Colonists standing in a door way holding it open allows heat transfer between rooms.
#674
Outdated / Re: [MOD] (Alpha 8) A2B: conveyor belts & co. [v0.8.0]
December 16, 2014, 10:38:37 PM
Do conveyor belts count as walls? eg: I could conveyor food from my hydro room into a freezer? Even if there as a special piece that also counted as a wall that cost more/use more power etc etc.
