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Messages - Psyckosama

#136
Outdated / Re: [MOD] (Alpha 3) Atomic Power
May 06, 2014, 09:55:32 AM
Quote from: Bodog999 on May 04, 2014, 07:48:59 PM
I've noticed a little bug when I deactivate the controll reactors and the power is fully depleted the reactor doesn't want to restart producing power and I have Uranium feeding into it. Could somebody help?

I consider that bug an unexpected feature actually. It needs an influx of power to serve as a catalyst for the boot up sequence. After all, you want to get those cooling pumps going and you don't want to have to withdraw the control rods manually...
#137
Outdated / Re: [MOD] (Alpha 3) Atomic Power
April 28, 2014, 09:45:05 PM
Quote from: Vas on April 28, 2014, 09:38:34 PMI could go to any nuclear reactor and start randomly firing a pistol at them and they not explode any time soon.  :P  Nuclear reactors are well protected, terrorists wouldn't even dare attack them unless they had some really big artillery and maybe even tanks.

This is also a cinematic setting.

Quote from: Psyckosama on April 28, 2014, 06:45:26 PM
Actually, it does explode.  Only when it is turned on though and burning fuel.  I'll load yours up real quick and see how it is, but exploding reactors isn't realistic.

Cinematic setting.

QuoteWEll, I tested.  You reactor doesn't take a fuel source so that's one downside.  It explodes much larger, another downside.  Radiation is semi good.  No nuclear waste produced, one slight downside.  decays over time, especially quite a bit over a small amount of time.

IRL nuclear waste takes YEARS to produce. I might reduce the decay speed a bit... was commented on above by someone else.

Quote
I know i had suggested it in the past, but after really thinking about it, nuclear reactors don't really decay so long as they have been properly built and all.  Sure they need minor maintenance here and there.  So you could just use random events that say something like "A coolant pipe has a clog" and damage the reactor 5% of it's health, and cause it to take more damage over time till it has been repaired to 100% again.  But really the reactor would be safe.

This is a cinematic setting and to be honest, this isn't exactly a well build reactor. It's pretty much a Fusion reactor built in a cave... with a box of scraps! :p

QuoteAnother thing is that nuclear reactors may be radioactive, but that is only inside the chamber with the reactions going on.  Walking around inside or outside of a nuclear reactor building won't kill you.  However, you can make it produce nuclear waste which is radioactive and bad to be around which will hurt colonists around it and kill their happiness and even cause fear if there is enough of it.

It's leaky. Reason you want it in a sealed chamber.

QuoteWhen a reactor explodes, it isn't actually a massive explosion.  More so a hot metal explosion, and the radiation is what hurts people.  Maybe if you can make it so that everything within 25 blocks of the reactor becomes ungrowable radiated soil that also acts as extremely hideous environment as well as poisoning colonists who walk on it and making them take another happiness hit.  A small explosion that will destroy things in a local area of the reactor.

Very difficult in code.

QuoteEven though the game is registered in days, I think it needs to be able to consume nuclear fuel.  So you should make it take a hopper and take Uranium every few days or so and drop depleted nuclear uranium.  Really, I think you should end up combining this with BetterPower+, because the nuclear reactor there has some future plans that I think will eventually be way better.  He's just busy and such.  :P  I wish I had the skill to help in more than just bug test, balance test, and suggest changes.  :P

Hard to code and instead of having it use fuel that needs to be changed I've intentionally changed it to be a hanger queen that needs maintenance or it will malfunction.

Mine is intended to be simple, fun, and cinematic.
#138
Quote from: jamieg on April 28, 2014, 05:22:45 PM
I will most definitely have a look and get back to you :)

Probably going to rebalance it a little bit but thats all.
#139
Outdated / Re: [MOD] (Alpha 3) Atomic Power
April 28, 2014, 06:45:26 PM
Quote from: Haplo on April 28, 2014, 05:15:49 PM
I think the health of 300HP is too low. You should be able to let it stand around for at least two days without an meltdown. One longer raid attack..
I'd prefer 600HP or 800HP or give it a nice round 999HP  ;)

Hm... I'll probably reduce the rate of decay a bit then. It's meant to be rather fragile. It does not agree with explosions nor weapons fire.

Quote from: Vas on April 28, 2014, 05:18:41 PM
I've been sticking to Better Power + now that it has a nuclear reactor in it.  :P

Yeah, but it doesn't have some of my awesome functionality like Real Explode in your face action!.
#140
Outdated / Re: [MOD] (Alpha 3) Atomic Power
April 28, 2014, 03:56:31 PM
Quote from: WhackyRavenLand on April 28, 2014, 12:48:48 PM
Quote from: Psyckosama on April 28, 2014, 09:36:37 AM
Quote from: WhackyRavenLand on April 25, 2014, 02:08:01 PM
I just can't get these things to work! Can you please include a FAQ or How To guide on how to actually use these reactors?  I've built one, but I have no idea how or if to use Uranium, no idea what console I need (if any).

Using some other mods as well, downside is that architect menu is severely cluttered...

RB

To construct this reactor you must buy uranium from the Industrial Trader.

That is all.

Nothing complex.

No special consoles.

You just need a special building material.

I think I might have made a mistake.  The nuclear reactors I have ingame are not from this mod, it's from somewhere else on this forum.  This mod I haven't tried at all, but it's where I ended up when I looked up "Atomic Power" to see if I could find out how to work it, lol.

My mistake, apologies for making a fuss! :)

RB

I suggest you try mine. It's all fun and highly explosive.
#141
Quote from: jamieg on April 28, 2014, 02:59:39 PM
Quote from: Psyckosama on April 28, 2014, 10:51:41 AM
Would you consider adding atomic power to the mix? At its current point it has some major bonuses and... problems for the colonists to keep an eye on.

I would definitely consider it :D I'm SOOO happy to have a modder approach me and ask rather than it be the other way around :p I'll have a look into it and if it works fine and doesn't conflict or unbalance the game i will for sure! gimme a couple of days as i like to have a good play to ensure no ovious bugs :)

AND BLITZ, hurry! lol ;)

It produces a massive amount of power, which makes it seem unbalanced until you realize that it also decays and if it decays too far it explodes in a giant fire ball that will redecorate your base in quite an interesting manner (if you enjoy fire and debris). It also pumps out hard radiation which will hurt your colonists badly (and demoralize the hell out of them.) if they enter the same room as an active reactor.

Basically it is your one stop power solution if you're willing to keep an eye on it. If not, if you get distracted and forget about it, it will happily ruin your day in one of several humorous ways.

And as always, do not taunt Happy Fun Ball.

I'll also offer up my cremation chamber. It's a fast and easy way to dispose of unwanted corpses that makes sense in game.

My main objective in game is it fits the "feel" of the game visually and functionally without overcomplicating things.
#142
Quote from: bleedo on April 28, 2014, 10:12:31 AM
@Psyckosama: The alpha muffalo plugin defines a race that is separate from the muffalos. I don't think cross-breeding fits my plans for now. :)
(Squiffalo?)
Not sure whether inheritance is possible with the defs. If so, spawning based on "muffalo" base def would pick form the inheritors (regular, alpha). That would make it possible if the configs are changed slightly.

Would be interesting if it was possible. Even better if you could make it so there were "Calves".

Combining a maturation time with a longer pregnancy time would do a lot to override the "Super sized herds" problem.
#143
Would you consider adding atomic power to the mix? At its current point it has some major bonuses and... problems for the colonists to keep an eye on.
#144
Would you consider combining this with the Alpha Muffalo plug?

Make the Alphas them males, the standards the females... bulls and cows baby! Bulls and cows!
#145
Outdated / Re: [MOD] (Alpha 3) Atomic Power
April 28, 2014, 09:36:37 AM
Quote from: WhackyRavenLand on April 25, 2014, 02:08:01 PM
I just can't get these things to work! Can you please include a FAQ or How To guide on how to actually use these reactors?  I've built one, but I have no idea how or if to use Uranium, no idea what console I need (if any).

Using some other mods as well, downside is that architect menu is severely cluttered...

RB

To construct this reactor you must buy uranium from the Industrial Trader.

That is all.

Nothing complex.

No special consoles.

You just need a special building material.
#146
Outdated / Re: [MOD] (Alpha 3) Atomic Power
April 24, 2014, 06:59:54 PM
Quote from: Kirid on April 23, 2014, 10:25:58 AM
I've been playing around with it. Probably going to power my next colony.

Its useful but dangerous.

QuoteThe reactor itself is forbidable, but colonists can still wander into the room and die which worries me a bit. Need a locked door for something this dangerous.

Best way to handle that IMHO is to stick it back away from everything and disable interaction on the reactor except for when you need to repair it.

QuoteThe explosion is pretty intense. I agree with the damage, but the lag is hard to handle. I'm editing it around for my own tastes.
Otherwise I like it :D

I might try refining it a bit to make it less laggy which is a concern. A lot of it though seems to be the sheer amount of fire damage it leaves behind.
#147
Outdated / Re: [MOD] (Alpha 3) Atomic Power
April 23, 2014, 07:35:49 AM
Anyone try out the new version? Beyond some balance stuff and keeping it up to date, I'm pretty much done.
#148
Outdated / Re: [MOD] (Alpha 3) Atomic Power
April 22, 2014, 01:24:17 PM
Barring some balance tweaking, this is probably the final version... at least until the next alpha.

Being exposed to radiation now makes your colonists rather unhappy.
#149
Outdated / Re: [MOD] (Alpha 3) Atomic Power
April 22, 2014, 10:22:55 AM
Anyone try the new version?
#150
Mods / Re: Project Armory Testboard
April 21, 2014, 07:31:47 PM
Didn't I just send you an M14? :p