Quote from: Dymetreus on April 19, 2015, 07:43:20 PMSimple way to test. Make a bunch of 3x3 rooms with 1 door (make em so noone is gonna go in them) put 1 with a heater in the center, 1 with it against the wall, and 1 in the corner. Get them all built. Set them all as no roof regions, normalize the temperature between them. Pause the game, set them all to have roofs. And see how quickly the room hits 20, 40, 60, 80, and 100 degrees. Which 1 goes the fastest?Quote from: linkxsc on April 19, 2015, 06:21:38 PM
On the note of heaters... I dont know if its in code or even if its true, but Ive been getting the feeling that they dont work as well when tucked up against a wall. They seem to heat better when in the center of a hallway or such with open spaces on all sides.
I can say they work even if something is directly in front of it, however it would be worth looking into just -how- effective they are with objects around it or in front of it.
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#1
General Discussion / Re: Question(s) on Vents
April 19, 2015, 08:29:46 PM #2
General Discussion / Re: Question(s) on Vents
April 19, 2015, 06:21:38 PM
On the note of heaters... I dont know if its in code or even if its true, but Ive been getting the feeling that they dont work as well when tucked up against a wall. They seem to heat better when in the center of a hallway or such with open spaces on all sides.
#3
General Discussion / Re: Hey guys- Whats your biggest gripe with this game?
April 19, 2015, 06:18:33 PMQuote from: wakko151 on April 18, 2015, 02:52:51 PM
The item degradation changed screwed up trading for me. I think they should add the ability to have a building around your beacon. Unless someone else knows another way to run your trade. By the time someone comes along that needs what you got, most of what you got has degraded and disappeared. I probably won't check this particular thread again, BUT... if you know a way around it please message me. Stuck at 5 guys because i can't afford to buy slaves.
You can build your trade beacon inside. Only issue is that the center of the room has to have a small + of no roof zone (for receiving).
Also added thing to mention, is if you wall in the beacon and its no roof zone, you can use that to slow raiders down who land in your trading area.
3rd, putting the walls up give you a way to seal "most" of the trade area inside. SO you can refridgerate the area so you can store food/meals for long periods between traders, without spoiling.
#4
General Discussion / Re: Hey guys- Whats your biggest gripe with this game?
April 17, 2015, 08:42:05 PM
Biggest grips is that its a mouse requiring game, so it kinda sucks to play while on a plane (which i travel a lot for work) but thats why there DF, Nethack, and various others. Always fun showing ASCII DF to others on the plane, and listening to them question how a person can become so accustomed to an ascii interface.
#5
General Discussion / Re: Consumerist mindset clashes with survival
April 17, 2015, 02:27:59 PM
Well ive always figured that with clothing, the durability means that its getting more and more threadbare and actually has more and more minor stitch repairs and such. But you can only fix a shirt so many times before the cloth is just too tattered. Might as well get a new 1.
As far as maintaining weapons. Bows you can replace the string, but once the staff starts to crack ans go bad, thats it. Swords CAN be reforged (melt it down, make new sword). And guns are usually kinda complex, with many small parts that your average colonist cant make.
Autoturrets destroy this argument though. I can justify mortars and shells though, cause what scrub hasn't built a cannon of some sort before. Its just a tube with a breech, and something to ignite some propellant.
As far as maintaining weapons. Bows you can replace the string, but once the staff starts to crack ans go bad, thats it. Swords CAN be reforged (melt it down, make new sword). And guns are usually kinda complex, with many small parts that your average colonist cant make.
Autoturrets destroy this argument though. I can justify mortars and shells though, cause what scrub hasn't built a cannon of some sort before. Its just a tube with a breech, and something to ignite some propellant.
#6
General Discussion / Re: Do you guys ever edit the save game file?
April 17, 2015, 02:15:01 PM
Used to use it in early alphas to give colonists actual weapons sometimes. Only reason ive used it recently Is that a colonist (starter 3) spawned in with an "old wound" to the brain, causing a 70% penalty to all actions.
#7
General Discussion / Re: Visitors will steal your apparel :)
April 16, 2015, 09:21:00 PMQuote from: Tynan on April 16, 2015, 05:05:16 PM
If anyone has a savegame from shortly before this happens, I'd very much like to see it. I can't seem to make it happen...
Sry that colony wiped later and my new 1 hasnt had this happen yet (but Ill start saving before each visit to see what happens)
Pretty sure that the colonist who stole the jacket on my base though was naked and that was the only clothes available
#8
General Discussion / Re: Visitors will steal your apparel :)
April 16, 2015, 02:16:28 PM
Yep saw that start happening this patch
#9
General Discussion / Re: Vents and walk-in freezers
April 16, 2015, 10:36:22 AM
Basically. If you were in a desert and everyone was whining about hot bedrooms all the time before, what could you do? Put a chiller in every room? Usually I just had my colonists deal with it. Now the vents can be placed in the bedroom walls leading into the main hall (air conditioned/heated) and let a pair of centeral cooling systems deal with it rather than possibly 6-8 individual chillers.
#10
General Discussion / Re: Ice Sheets Mod
April 15, 2015, 10:27:07 PM
Its suprisingly fun to play on. Definitely need double thick walls and heaters though.
#11
General Discussion / Re: Alpha 9: More restrictions - no REALLY needed stuff
April 13, 2015, 05:06:35 AM
Havent really seen it man. Yeah I often wipe when 100% when I get a mechanoid spaceship pat crashing down. Rest of the time it really doesnt seem like that huge of an issue. (Oh yeah and the 4 scythers landing in the trade depot on 1, that was pretty crap IMO) certainly not as bad as some of the fights we used to get (have a save filed for alpha 3 or 4 where Im getting hit by a 30man raid against my 9 person colony)
Also on the mention of you "needing a sniper" to engage the enemy sieges... you havent gotten 1 at that point yet? If you're efficient about making sure none of the enemies escape (with their gear) you can very easily get a few assault rifles, snipers, armor and personal shields. Heck 100% is almost easier in regards to trade due to surplus weapons and armor.
Dont even really need a "killbox" just during some early game, build some fortifications and cover in and around the base. Pull your colonists behind hard cover.
Hell several fights have been won because I had 1 guy with a smg and personal shield poking a corner attracting all the enemy fire while a few people with greatbows took the enemies all out. Have him hide every couple seconds to recharge. (Finally lost him to plague actually)
Also on the mention of you "needing a sniper" to engage the enemy sieges... you havent gotten 1 at that point yet? If you're efficient about making sure none of the enemies escape (with their gear) you can very easily get a few assault rifles, snipers, armor and personal shields. Heck 100% is almost easier in regards to trade due to surplus weapons and armor.
Dont even really need a "killbox" just during some early game, build some fortifications and cover in and around the base. Pull your colonists behind hard cover.
Hell several fights have been won because I had 1 guy with a smg and personal shield poking a corner attracting all the enemy fire while a few people with greatbows took the enemies all out. Have him hide every couple seconds to recharge. (Finally lost him to plague actually)
#12
General Discussion / Re: Alpha 9: More restrictions - no REALLY needed stuff
April 13, 2015, 04:05:00 AM
Not gonna lie. Aslong as you pace yourself, even on 100% difficulties the game isnt too hard.
Just make sure youve got a colonist with a passion for shooting. A good miner and a good researcher (just so you can rush hydroponics in freezing biomes)
Ive found though that a lot of people seem to be overdoing it with some starts though. Start ordering construction of a ton of individual rooms and beds and stuff. TBH if in the first 2 months you have individual bedrooms for your starting crew, your probably doing something wrong.
Mortars are (and kinda always were) mediocre. Nkw theyre just worse. And as far as being besieged. You realize that 1 good shooter with a survival rifle (or greatbow or sniper) can usually drop 2-3 of the siegers before they are even done setting up.
As far as SSS and his killing off all the local wildlife... whyd you have everyone do it? Have 2 hunters, the other 6 work on building the fort and getting hydroponics. Yeah I cycle my hunters periodically so everyone has some shooting skill, but never have eveyone hunting at once.
Just make sure youve got a colonist with a passion for shooting. A good miner and a good researcher (just so you can rush hydroponics in freezing biomes)
Ive found though that a lot of people seem to be overdoing it with some starts though. Start ordering construction of a ton of individual rooms and beds and stuff. TBH if in the first 2 months you have individual bedrooms for your starting crew, your probably doing something wrong.
Mortars are (and kinda always were) mediocre. Nkw theyre just worse. And as far as being besieged. You realize that 1 good shooter with a survival rifle (or greatbow or sniper) can usually drop 2-3 of the siegers before they are even done setting up.
As far as SSS and his killing off all the local wildlife... whyd you have everyone do it? Have 2 hunters, the other 6 work on building the fort and getting hydroponics. Yeah I cycle my hunters periodically so everyone has some shooting skill, but never have eveyone hunting at once.
#13
General Discussion / Re: Can Rimworld fit in 1024 x 600?
April 11, 2015, 07:59:32 PM
Could always have an option to check in the game that sets it in a small vertical mode. I know aurora 4x does this to some extent (an older game that basically requires a 900vertical screen. You can play on a 768 though with that mode, but several of the menus are scrunched. And buttons moved to other menus)
#14
General Discussion / Re: Perfect: RimWorld is what happens when you lose in Faster Than Light!
June 13, 2014, 11:53:17 PMQuote from: Col_Jessep on June 13, 2014, 04:33:58 PM
Ermagerd, I want Mantis, Engis and Rockmen now! I think I found most of the necessary files to mod already.
PS: Well, that would have been too easy...
Heh engis have mad repair research and construction bonuses. Rocks have mad hp and aue melee. Mantis are fast and have good single targe melee. Zoltans power circuits nearby and charge batteries, but take damage in the rain. Slugs... dunno really. But yeah lol mods in the future
#15
General Discussion / Re: Perfect: RimWorld is what happens when you lose in Faster Than Light!
June 13, 2014, 12:10:03 PM
Well it might be a little speculation on my part byt it appears that ty was having thoughts of some little space game early on (the spaceship game in the prototype pack)