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Messages - Marcm

#1
Outdated / Re: [A10] Seeds Please! (V1.1)
June 25, 2015, 09:16:50 PM
Had a cargo pod drop of 8 stacks Pumpkin seeds and after sending one of my toons all across the map i found he could not stack them because the stacks where deteriorated differently. So even if i send our my hole group to collect them i will end up with a bloated stockpile zone of 6 stacks seeds of Pumpkin. The idea of seeds deteriorating on a dailyy base seems unreal to me and i guess therefor you added a timer of 100. Additionally over time, when i grow and get fresh seeds, these will never stack on the ones already in my stockpile and i guess i have to micromanage on top to make shure my Gardeners pick the older ones.
I do like the concept of seeds but with the current mechanics it is getting to "Brobdingnagian" to be handable (See Sheldon and Raj quarrel).
#2
But then again uranium should not exist in Rimworld. Our earth crust contains 2.4 ppm uranium. That is 0.00024 percent.

If you would move this correlation into Rimworld simulation, giving that one minable block of ore usualy results in 35 units of ore, you would have to mine 14.58 million worldblocks to gain 1 unit of uranium.
#3
Quote from: Devon_v on June 22, 2015, 08:05:49 PM
Radioactivity,  like convection, does not exist in video games unless it does.

Now where's my volcano biome?
"If no Radioactivity then no Volcanos, visa versa."
Old Vulcan axiom according science and first officer Spock.
#4
General Discussion / Re: how to capture
June 22, 2015, 12:15:49 PM
Try provide them some spoiled food somehow and wait till they get so hungry they eat them. When they lay down sik they should be easy to capture without a fight.
#5
It is very preciouse as nuclear fuel for shure but its completly unreal to just handle it like steel, as implemented in Rimworld (and most other Games, to be fair), for multiple, simple scientific reasons. To start its very unlikely to be found as a vein of pure metal - that would form a natural reactor and deteriorate fast as such. Also its very toxic because even a few milligram will simply ray you to death from inside in a few days and ofcourse if you find or even start smithing it these milligrams will end up inside you.
If at all it should be in the game as something you have to refine from for example pitchblende but even then only with extreem caution and hightec chemistry and machines.
#6
General Discussion / Re: The Ice Shelf Challenge
June 22, 2015, 11:36:23 AM
Had no seriouse trouble doing iceshelf with Randy Random@Challenge. But to be fair i handpicked a good location in the mountains with one big chunk mountain for a huge base.

However this Biome is clearly unforgivingly hostile!
I found Visitor groups in most cases lose one member, because moving 1/2 - 2/3 over the map to my base entry and back will give even the toughest toon seriouse Hypothermia (freezings). Weak or worse, slow movers, are simply doomed.

It helps allot to choose your first 3 toons as good miners besides the other usual preferences to make shure atleast 1 of the 3 can cover Research, Cooking, Growing, Manufacturing and Medicine. That is because while mining my first cave i happened to dig right into a Compacted Plasteel vein (stat:10000 (Compare Sandstone 400)), so having 3 Miners you can save lots of preciouse time when exposed to -50 C.
I have not encountered any other Animals then Warg packs who seem to invade frequently. These Wargs are very fast, vicous and start hunting as soon as they spawn as pack, so dont wait with digging in and collecting what you need to get everything started as Caveman-Team!
#7
Ideas / Re: Job/skill "adventure" wanted
October 27, 2014, 12:45:06 PM
This would also likely be very immersive/helpful for the later added borealis (cold) binomes.
#8
Ideas / Job/skill "adventure" wanted
October 26, 2014, 08:52:50 AM
Problem: Colonists will run a hole day/long distance just for something high priority job (like fire fighting) or item (like a single "packaged survival meal").

Sollution: Add a skill like "expedition" or "adventur" to define "away teams" aka if a colonists will and may leave the local home region on his own. Also this then can be selected as duty.

Background: I had two little satellite bases to clean up siege leftovers that i did not want to fall into the hands of the next siege party. Ofcourse these where (seperate) home regions. When i had a fire at one of these something odd happend:
I had 3 colonists at that satellite base who could have managed that fire easily by themselves but by the time the first 3 fire spots where extinglished colonists from a days walk distance away had tagged all the remaining flames as their duty, the 3 local colonists stopped firefighting and half my main base colonists, far away, droped their local duty to jurney to that far away fire. Ofcourse you can fix that manually but you will have to do that over and over again or undraft(idle) your hole base. Sounds like no problem but imagine you have 2 fires at same time, one at your main and one at your satellite base. :'(

Btw.: This could add a nice new immersion game element when colonists with low "adventurer" skill get a mood penalty for being "alone in the wild" while colonists with a high skill will get a mood bonus for "going on adventure" again.
#9
One seriouse usability problem with  "A2B: conveyor belts & co." is IMHO its unloading mechanism. In quantity (stack sizes) as well as quality(wrong item).

Just one wrong item or if the stack size at the end is full and it gets jammed. Worse even, this builds up along the belt and eventually blocks the hole system.

Even concrete trucks use a better sollution so this makes one big logic gap as your system even has teleporter parts but no allocation parts. Maybe simply make a conveyor version of aka adapt the "temporary stock area" at the back of each Deepdriller in "Mining&Co.: Deepdriller Mark II"-mod?
#10
Quote from: Marcm on October 19, 2014, 10:14:57 AM
Please some simple little lights!

Standing Lamp needs 150 W?
Floor Lamp needs 200 W?

How about a cheap little 30 W Floor Lamp for private rooms and prison cells?

I simply cloned the entry for the normal lamp in TTM_Buildings_Furniture.xml, gave it another name, changed "basePowerConsumption" to 40 and "glowRadius" to 5.
Works perfect for little 4x5 rooms in great numbers :D
#11
Quote from: Getalifegamer on October 19, 2014, 05:35:35 PM
Hey, Tried searching for this answer, but couldn't find anything - Hyperweave? How do I create or is this a tradable only resource. Cannot make the prosthesis without it. Thanks for any help
Hyperweave is a fabric for cloth but there is no way to produce it in your colony in vanilla game. Maybe some trader sells it sometimes but its very expensive.
#12
Please some simple little lights!

Standing Lamp needs 150 W?
Floor Lamp needs 200 W?

How about a cheap little 30 W Floor Lamp for private rooms and prison cells?
#13
Quote from: postm00v on October 17, 2014, 05:36:02 PM
Damn Scythers.

I had a piece of a ship landing not far from my base, emitting a signal that slowly drove people mad. How do you guys deal with these? I tried peppering them with mortars, but they are woefully inaccurate. I spent almost 10 days trying to hit the ship.

In the end I sent everybody in an assault. Needless to say, they got slaughtered.

Grab some http://rimworldwiki.com/wiki/EMP_Grenades (400s, often dropped from attacking groups) or a Stun Gun (1234s) at first opportunity (trader frequently have one or both!). Also Stun Gun + embrasure block are veeery usefull for rioting prisoners etc.
#14
General Discussion / Re: Best hydroponic setups?
October 14, 2014, 03:37:04 AM
Walk on hydroponics seems a little unreal. Also it spoils the fun trying to build a well working layout.
#15
General Discussion / Re: Best hydroponic setups?
October 13, 2014, 12:50:31 PM
Adding the two extra in the middle is infact less efficient because you need two rows bigger rooms or lots of doors tho even then you still end up with a maze of dead ends that ruin all routing efficiency of your seeders and haulers.

The original layout just rules and your colony would rather starve from haulers and seeders routing inefficiency than from having 2 less hydroponics basins per sun lamp because seeding and harvesting much faster will excell production more than having 8 more planting spots.