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Messages - Vas

#661
Outdated / Re: [MOD] (Alpha 2) Better Power
March 02, 2014, 10:59:24 AM
Quote from: Architect on March 02, 2014, 04:52:48 AM
Quote from: Vas on March 02, 2014, 02:13:20 AM
When you research digging, it also unlocks lava power facility.  Might want to tweak that so there is a reason to research pumping :P
Really? Oops, I'll fix that asap, ive got another release coming which fixes the buildings not blocking light anyway, so I'll slip that in.

Edit:
Just looked into it, what you said doesn't seem to be the case? If you researched pumping, and then researched digging, that is why it would have suddenly become available to you. Next on the list is changing the walls for power storage to make things a little more sense.

I haven't researched pumping, I always do digging first.  You should make pumping appear only after someone has researched digging by the way.

Also you might want to rename battery efficiency.

Maybe a mod is interfering, I'm not sure.  I can get a screenshot if necessary though.  I did one better, a youtube video!
https://www.youtube.com/watch?v=7XiNOYotOuw

Active mods:
BetterPower
Blasting charges
Embrasures
Project Dig
Practise Target (which is mispelled)
Wood Economy
#662
Quote from: Nasikabatrachus on March 01, 2014, 10:11:11 PM
Quote from: Vas on March 01, 2014, 06:05:31 PM
Quote from: Nasikabatrachus on March 01, 2014, 04:28:00 PM
As for #3: what?! I've never noticed fog causing walls to degrade faster. Are you sure this is real?

Every time fog comes through, my walls started suffering random damage all over the place.  Conduits kept screwing up and getting half damage markers and such.  It might be coincidence but I think it is related.


Is this every colony you make? Or just one? What storyteller were you using?

Doesn't seem to happen as much now, because it was happening almost every single fog storm in the past.  With every colony.
#663
Outdated / Re: [MOD] (Alpha 2) Atomic Power
March 02, 2014, 10:29:03 AM
I don't plan to try it :P  If it produces less power than a steam vent, then it's essentially useless.  xD  One dangerous, compact building to produce all the power I need.

One way you can balance it as well, is to over time have it take damage.  So every 6 game hours, it will take small bits of damage and require someone to maintenance it.  If no maintenance is done, it causes a catastrophic 30x30 square immediate destruction, causing 100x100 squares of light damage, to everyone and everything.  So everything within 30 squares would be totally destroyed or killed.

Seeing as how it is a nuclear power plant though, it really should need to produce at least 4 to 5 times more than steam vents.  If you can set up the maintenance bit, where it takes self damage every 6 game hours, that's 4 times per day, enough so that if you don't repair it after 2 days, it'll explode, then add in the 30x30 kill zone with 100x100 damage zone, I will definitely try it and add my balancing tips.

Actually you could even add research for it, o if you build it barely after researching it, it is an un-safe power plant.  It would take damage every hour, and explode after 12 hours of no repairs.  Research a super long project for making it a safe power plant, which takes damage every 3 hours, making it's explode time 36 hours later with no repairs.  And then research final stage of safety making it an efficiently safe power plant, it's explode time with no repairs would be 72 hours later.  12 bits of self damage for each one before they explode.

If only you could have the research rename the power plant, or like, remove the old one from your build list after it is replaced by a more efficient power plant.  This should cost something like 10,000 metal minimum, as well as 1000 stone for the core containment area, and 100 uranium.  I wish there was water, because then you could also require water.
#664
I'm just curious, did you know that practice is spelled with a C and not an S? x3
#665
Outdated / Re: [MOD] (Alpha 2) Atomic Power
March 02, 2014, 03:14:58 AM
Quote from: AcDie on March 02, 2014, 02:34:32 AM
Quote from: Vas on March 02, 2014, 02:18:49 AMWhy does a nuclear generator produce LESS than a geothermal generator?
Don't forget about water issue at desert planet  ???

In a different game, I find it funny that people whine about solar panels in space, because it's so illogical and unreal and all that it produces tiny amounts of power, and then no one cares at all about a 20cm^3 sized nuclear reactor in space producing 4GW, 4.5 times the current average nuclear reactor on earth.  Which also isn't possible because, where does steam go, in zero gravity? :P  It'd have to be an RTG and they are way less efficient, about 2KW range max.  But anyway, semi off topic.  xD

If you make reactors produce 4 - 5 times more than geothermal generators, you can increase the explosion radius to some massive area.  Technically those fuel cells should be lasting 30 years each.  But I know it's a game and the devs probably want it down to something like one cell a day.  :P  Really, a nuclear reactor is an end game move.  If you build a nuclear reactor on any planet, you have the power to do whatever the hell you want, powering everything.  :P  You'd power a city with thousands of people.
#666
Outdated / Re: [MOD] (Alpha 2) E-Hydroponics
March 02, 2014, 02:20:18 AM
Why not just make it so people can choose what they want to grow from a single table?  Rather than flooding the build menus with more items.
#667
Outdated / Re: [MOD] (Alpha 2) Atomic Power
March 02, 2014, 02:18:49 AM
Why does a nuclear generator produce LESS than a geothermal generator?  Nuclear reactors super heat water which turns into steam and goes through turbines, a great many powerful turbines, and that generates electricity.  The steam coming out of geysers is no where near as hot as steam coming out of a nuclear reactor.  It needs to produce a lot more power than a geyser or it's pretty much useless.  You just need other draw backs to balance it, and make it cost an extremely high amount.  Almost like you can only build one.  A mid to late game building.
#668
Outdated / Re: [MOD] (Alpha 2) Better Power
March 02, 2014, 02:13:20 AM
When you research digging, it also unlocks lava power facility.  Might want to tweak that so there is a reason to research pumping :P
#669
Multiplayer would be nice, it'd also be incredibly hard to implement.  There are multiple theories I have on how one would do multiplayer in this game, if the devs would even consider it, but from what I saw, I don't even think he will consider any sort of multiplayer at all.
#670
Quote from: Nasikabatrachus on March 01, 2014, 04:28:00 PM
As for #3: what?! I've never noticed fog causing walls to degrade faster. Are you sure this is real?

Every time fog comes through, my walls started suffering random damage all over the place.  Conduits kept screwing up and getting half damage markers and such.  It might be coincidence but I think it is related.

Quote from: ApexPredator on March 01, 2014, 05:10:08 PM
Just a few comments:

1/2/5 � Since this is a crash scenario I believe the metal being used for walls is scrap metal not a solid piece of magic steel that they pressed together by hand.
3 � If the wires are not properly insulated, which nothing shows they are this may also explain your problems with this one.
7 � Agree�
8 � 6x6 is the smallest room you can have that isn�t cramped

Even scrap metal doesn't spontaneously catch fire.  Go ahead, go to a scrap yard and try to light a metal sheet on fire and tell me how that goes for you.  :P  These are supposedly spaceship hull parts and even life pod parts too.  Space grade metal shouldn't spontaneously combust.  Lightning also doesn't cause metal to burst into flame, because metal grounds lightning, it's a conduit for lightning.  I have a big metal poll beside my wood house and my house doesn't catch fire and lightning strikes almost every storm!  It doesn't even effect the dish sitting on the pole.  :P  I even watched lightning strike my dish from my friends house once.  Metal simply doesn't just randomly burn, it melts.

Well wiring does need some fixing anyway.  Could add insulated wire as a solution to this to make wires less dangerous.

As for 8.  I'm not running a fat camp here.  These fat asses need to deal with smaller rooms!
#671
I think by default it should allow mass selecting of graves to set their settings, again.  Like before.  :P  But anyway.
#672
I can't tell but I think animals can't see this item.  I have animals lining up along the whole thing to die and boom rats are exploding against it randomly.  I don't know what's causing these odd animals to come over and die in my base in random places or against the walls.  Trying to figure it out.
#673
From the pictures, I'd say you might want to darken the  wood just a little.  It kinda stands out to much.  Also you might want to make the boards a little thinner.  It looks a little strange in it's current state is all I'm saying.  I'll give it a go though.  If you want to make wood thinner, you could just half size the texture file and tile it 2x2.  That'd make the boards thinner for sure and smaller.  Which I feel would fit better with the game.  But darker wood would also be nicer, to more closely take the colors of the game.

Edit:
In my very first map gen, it seems that trees have spawned on geysers, and in deserts.  That should be tweaked too.  xP  They also kinda stick out like a sore thumb, but not as bad as the wood.  Maybe lower the saturation of the image a bit?  Try and get close to the same color palate as the game?
#674
Meh, I just don't like indestructible objects.  If I add this, I'll remove it's indestructibility.  Sure you can make it with an incredibly high endurance, but it should still break.  Besides, it's kind of hard to forget to release your soldiers when the game tells you "soldier needs a break".  Obviously this is something you'll only do when you have people to spare as well.  You can't call those balancing just because it's something you wouldn't do right off the bat of starting the game.  :P
#675
I just wanted to point out a few logic holes I've found so far.  Some things I think might need fixing.

1. Metal walls, burning down?  Since when was metal a combustible?  You'd need to like, super heat that wall to a super high temp.  Sure, I can imagine a fire damaging the conduits inside the wall, but the fire wouldn't damage the wall it's self.  Maybe make the conduits unusable if the wall is damaged beyond 30%, but don't have a metal wall, burn down because of a fire.  That fire would have to be a couple thousand degrees!

2. Metal walls are WEAKER than stone now?  Since when was metal weak enough for a guy to melee attack it for a few seconds and break through?  I think stone walls are weaker objects.  They can be used for walls that raiders might normally ignore, sure.  But metal is generally a more sturdy substance.  One idea I have for remedying this issue, is to allow colonists to build conduits separately, into walls.  So now you can have rock walls with conduits built against them (The graphics would just show conduits under them), but instead of like being along the spot in front of wall, you'd place a strip of conduits along the wall it's self, and logic would say they placed the conduits either against the corner of the wall and floor, or maybe even drilled a bit into the wall to build the conduits into some secure piping.  This would require an additional layer of build area, so you can have wires on a separate level.  Like in old sim city games, where you build pipes, it makes the town transparent while you place them.  Just an example though.  So wiring will ignore placements of buildings as it would share a different level.  I rather like this idea as it means I don't need explosive walls all over my base anymore.  I could just place wires where they are actually needed.

3. Wires are extremely volatile.  If you get a heavy fog storm, ever single wall inside and outside your base starts suffering heavy damage.  It's strange that fog would start killing your walls while inside, behind sealed air tight doors...  Right?  Inside a mountain even.  Come on.  Where's the logic in that? - Seems to be gone now.

4a. Wires explode all the time and delete 100% of your total power reserves?  Since when did bad wires in real life explode and delete all battery power?  Batteries aren't exactly capable of draining all of their power into an explosion like that.  Sure a wire could get hot and pop but that won't delete a nuclear power plant's worth of power when I have like 50 batteries randomly placed throughout my entire base.  It might drain some power from the nearest few batteries but then it would just stop working, it also wouldn't do much damage other than start a fire if near flamable material.

4b. A second fix to volatile wires, would be to allow people to construct more sturdy wiring, costing more resources and more work time, you can build stronger more durable wiring.  This would be unaffected by "your wires randomly exploded causing a mini nuke detonation somewhere inside your base because you have like 50 batteries and my story telling event decided to be a dick and cause your entire lunch room to be 100% utterly destroyed by a single wire!"  If such an event happened and all you had was sturdy wiring, then it would heavily damage or break a wire completely and you just have to go replace that one wire.  Possibly start a fire on any near flammable materials.

5. Raiders should be using weapons fire on doors and walls, not punching them.  You can't ever punch  through a metal wall, not ever.  Go ahead and try.  Even with nice thick gloves on to prevent breaking your fist.  It just won't happen.  Good luck with that though.  Tell me when you've managed to punch through a big strong sturdy metal wall.  Anyhow, this is where raiders with grenades really flourish.  Other than randomly chunking death balls at your colonists, they can chunk these death balls at your walls instead, and walls would suffer 50% less grenade damage because, like, it's a grenade, against a metal wall, or stone walls taking 25% less grenade damage because like.  It's a grenade, a tiny little metal canister with a small amount of gun powder in it, against a stone wall.  These grenades are designed to be used against people, not walls.  But that would be where you start blasting away at walls with explosives, doing more damage than bullets and you get through much faster than punching a wall or door.

6. I believe this just needs an alert system button, but colonists ignore danger and run right out into the battlefield during a raid and ignore being shot at to carry some potatoes to a hopper that's already almost full "Hey, this hopper is one less potato of perfection.  I better run past these 43 snipers, 600 grenadiers, 21,784 gun users, to pick up a single potato and fill it.  Cause like, that's the logical thing to do in this situation other than hide in a hole, right?"  Cause, that's totally what I'd do in a situation where I'm trying to live as long as possible on a barren waste land with people trying to kill me.  Run outside and ignore grenades and gunfire and snipers to grab a single potato.  I'll do it all matrix style, dodging bullets and stuff.  No wait, I won't need to.  I'll raise my hand and stop time around me making bullets all just stop in mid air.  Much better.

7. This isn't really a logic hole, more of a wasteful problem.  Colonists go to sleep at night, yes?  They have a light next to them.  Do they sleep with it on all night?   Why?  Why not reach over and flip the switch to turn off the extremely over powered light that somehow draws much more power than it should?  I mean, you don't need light, while in bed.  Maybe have it so that in a room where a colonist is detected as sleeping, it turns off the light.  And in a room where the owner leaves, he turns off the light on the way out, turning lights on on the way in.  Such as another guy goes in to do repairs.  I guess it's not THAT bad though.

8. Another bit of logic issues, is the fact that colonists are cramped like, all the time?  No matter what?  I build a 3x3 room with a single light?  Sure, it's a little cramped.  A 4x4 room with a single light?  Come on, that's not cramped, you have a bed and like 12 empty squares of space, that's  like the size of my room.  I could fit a TV and a mini fridge in that 4x4 zone.  Ok.  I tried 5x5, now I have a light, a bed, and a plant to pretty up the place.  OH MY GOD YOU WHINERS, it's still too cramped?  Screw it, I'm sticking you in a 2x2 room and locking the door! - Seems to be fixed.

9. Solar flares shut down 100% of your equipment.  Ok, I get that this would effect equipment outdoors, and maybe even under metal roofing or shallow rock.  But why is my stuff way way way back in the cave under super heavy thick rock, also being shut down?  I've got batteries back there, so even if it somehow shuts down my solar generators, I should have devices powered on around the base under thick rock, protected against the solar flares.  My people have to starve to death or hate me for eating raw food because a solar flare hit for a  day and a half and my food stuff has all shut down even though there is an entire mountain on top of it?

10.  You can sell your colonists as slaves.  But you can't barter passage with a trader and leave this barren planet? Like your entire colony leaving the planet, ending the survival sim? :P  Sure some traders would say no, and well I don't think you want to end up selling yourself as a slave, unless it's actually better than dieing on a planet but anyway.  If you can launch people into space for traders, I'm sure you can get yourself off the rock.  I guess this just requires time for the game mechanics to be worked out though but if you can launch objects into space, you should be able to do a great many other things.  That's why I think the launchpads should be deleted, and instead replaced with trade pads and landing pads.  This would still allow traders to have a random low chance of offering some or all of your colony rescue off the dieing world.  Maybe their ship can only hold x amount of people so they promise to come back in a week to get more of your people and such and repeat this till you're all safe or dead.  Ending in partial victory if half of you made it out alive.  In exchange for such, a trader would take whatever you have produced around the base and maybe you'd work for them in the end but that's all end game stuff, stuff you won't really care about or even see.  :P  "I'll take this 1000 coin now, and come back in a week after I've dropped these 5 people off at a planet, I expect to see 1000 more coin for the next trip too." something like that.  Anyhow.




I can't think of any more logic holes at this current time though.  I hope this makes sense and adds an impression of what can be done to make  the game feel more realistic.  It's a bit silly to have randomly exploding conduits that take out entire facilities when you have lots of batteries.  Or have whiny colonists complaining about almost mildly decent sized rooms on a dead planet with little resources.  I can understand those royalty colonists who are used to having everything handed to them and never worked a day in their life, or rich guy type colonists having issues with medium sized rooms, but not hard working low wage type people like a miner, who is used to small spaces.  :P

Sorry if this is a large post and such for some of you, or even the devs.  I'm always very detailed when I'm trying to make things better, find ways to solve problems and such.  I love the game and want to see it succeed.  Seems that people mostly ignored some of my other posts, meh.  I hate feeling ignored.  :P  I'm gonna go all mental colonist here soon on you guys!