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Messages - Listy

#451
General Discussion / Re: Chill out issues
February 22, 2015, 02:38:32 AM
Quote from: tommytom on February 22, 2015, 02:31:00 AM
I never liked indoor heater/cooler though. Too inconsistant.

In the setup you posted, you could also unroof that single block to expel heat. That's assuming it gets hotter than outdoors though.


I don't like it from an arcitetural point of view. And yes you're correct you need that point unroofed.

I have just noticed that the two coolers weren't doing their job very well, and the temperature was getting above 0, so I had to add in another one.
#452
Ideas / Re: Different alien species?
February 22, 2015, 02:27:01 AM
Quote from: Eleazar on February 21, 2015, 11:50:01 AM
I don't care what the explaination is, I'd like to see more creatures like the majestic muffallo, and megascarab, and less familiar earth species.

I want to see a MegaKomodo dragon!

Research material can be found here:
https://www.youtube.com/watch?v=dGdA0EzlDSE

#453
General Discussion / Re: Chill out issues
February 22, 2015, 02:17:11 AM
Quote from: Rock5 on February 21, 2015, 09:56:02 PM

I'm not sure I follow this. Could you explain it better? Have you actually tested it in God Mode and test both side by side?

Yup, I tested it same map, other side of the map from my colony. I just fired up god mode and built a test set up.

Here's a screen shot:
http://i.imgur.com/i7GgIjQ.jpg

The Yellow bits:
These were the vents on the old system, which needed six coolers. The issue is of course you have six cells next to the freezer wall that are heated, and subsequently cause massive heat loss.

The Red bit:
Is the new set up and you only have the drag factor of one heated cell, for the coolers to work against. So you've cut the number of coolers needed by 2/3rds. One cooler can get the temperature in that room with that set up down to about one degree.

So no longer can you stick coolers in walls, as that's inefficient, because while adding more cooling power you're also adding more surface area exposed to the heat.
#454
General Discussion / Re: Chill out issues
February 21, 2015, 11:31:53 AM
Quote from: skullywag on February 21, 2015, 11:21:59 AM
3rd or 4th time ive heard that insulation isnt working as expected....is it THAT hard to get a freezer to -10?

I had a think, and stopped thinking like a normal person, and started thinking game mechanics. ;)

Normal person thinking:
We want it cold inside, hot outside. So we build a cooler into the wall and it will make the inside cooler.

Game mechanics version:
Count the temperature in adjacent cells to the outside wall and modify the internal temperature thus.

So the soloution was two coolers in the middle of the room, all targeting the same square. Build two more walls and I can maintain the same temperature as six venting outside. Why? because only one cell adjacent to the exterior is now at a higher temperature. Never mind this cell is in the middle of the room...

So yeah now I have to remodel the entirety of my base. But even then its going to suck massive amounts of power which is going to come from where? I'd make a horrible Green party member... I'm desperately wanting a Nuclear power station right now!
#455
General Discussion / Chill out issues
February 21, 2015, 11:10:50 AM
I prefer to play on hot maps, mostly due to previous versions of the game causing issues with snow. I've seen most talk on here about cold biomes. Including a comment from Tynan about how the new temperature changes would make it easier to heat a base.

I'm in them middle of a desert and I don't need to heat the base, I need to cool it!

At the moment you just bleed to much cold. I'd love to give my colonists a air conned bedrooms and hospital. But its just not happening.

On an arid shrub land biome, I have a 9x15 Freezer, even with an insulation layer (Freezer wall, walkway, outside wall) around it can barely be kept at -2/-3 with six coolers going full whack. During heatwaves it'll hit ten degree's easy. to give you an idea of how much power this is sucking down I have a Sun lamp, two normal lamps, a cooker and those cooling units hooked up to a Geothermal power plant, and that's about all it can deal with.

Feeling a little hot here, can't even provide cooling for my colonists so they're going to have to have a permanent -5 for slept in heat to their mood.
As for the idea of providing my hospital with its own septate freezer, that's looking very shaky.
#456
General Discussion / Re: Food poisoning
February 21, 2015, 10:50:54 AM
Quote from: Cryonist on February 21, 2015, 08:36:13 AM
Its related to the cooking skill level of the one making the meals. Higher cooking level lowers the chance of accidentally poisoning meals.

Yet my level 8 cook still manages to poison people.
#457
Ideas / Re: Different alien species?
February 21, 2015, 02:49:01 AM
I always thought two things on this subject:

1: Muffalo, Megascarabs and those trice dammed Boomrats are aliens... right? So more non-sentient aliens would be fun. A larger variety would be nice.

2:An idea I swiped whole heartedly off the TV show Primeval. What about Earth creatures that have evolved? Or even GELF's?
#458
General Discussion / Re: EEK what happened!
February 19, 2015, 09:46:55 AM
Quote from: Magoozle on February 19, 2015, 09:01:28 AM
Phoebe is fine, just cassandara then it seems :)

Oh? Cassandra's a homicidal cow out to kill me... I already knew that!
#459
General Discussion / Re: Cryo Tactics
February 19, 2015, 09:44:15 AM
Quote from: JimmyAgnt007 on February 19, 2015, 09:10:27 AM
So, just wondering what other people do when they open those mystery rooms with the pods. 

I had JUST started a new game, A9, and saw two rooms fogged out in the side of a mountain.  I send someone to take out a wall piece and get the foreboding message.  I open it anyways and BAM a Centipede and Scyther.  What do I do?  I open the pods, out pop some hostile people with guns.  I let them fight it out and finish off the mechs once they were finished with those poor sods.  Now I got a big room to build in.  The cost?  One lost a hand, another lost an arm and toe.  Gotta save up for some bionics now.

Often the people who come out of pods have Bionics, and you can remove them from dead people.

And if you'd not thought of it build a Gun turret right next to the pods using point. enemy comes out of the pod next to the gun turret turns and attacks and blows himself up.
#460
General Discussion / Re: ITS HERE!!!!
February 19, 2015, 05:58:44 AM
And of course the game arrives today the day when I have a ton of work to do the day after I spent in the archives, so I need to boil that research down for other people, and get a weekly article I write done.

I do have one idea I'm itching to try out: Pre-battle Drinkies! You can summon all colonists around a table, so have massive stockpile of booze at that location and when you get warning of impending attack, everyone is summoned, has a few largers and then take up position.
Drunks with grenades, what could possibly go wrong.
#461
Ideas / Re: Write an event!
February 19, 2015, 02:16:49 AM
Quote from: Mithradates on February 18, 2015, 01:42:00 PM
Some kind of positive psychic event would be lovely. As is, a lot of people just reject 'psychically hypersensitive' people out of hand.

Sort of a Psychic wave washes over the area giving your colonist a psychicly generated tip off and then the game re-formats some extra mineable resources, maps an undiscovered area of the map, the more valuable/larger area the more psychically sensative your guy is?
Or the wave could mean he calls out to more animals, and the game spawns lots more creatures near his location?
#462
My two worst things:

1: A colonist I'd taken on in the very early stages was pissing me off with too smart and constantly doing a Fraser ("We're all doomed!"/mental brake imminent). So one winters day I removed all his gear, gave him a tribal wear, and drafted him and stood him in the far corner of the map.
Eventually he broke and ran off the table with some serve frost bite.

The other bad one was when I needed a Prisoner so that my Warden could get his skill up and keep it up. So I took someone prisoner who had the best combination of traits to keep them from flipping out, then installed and then removed a bionic leg so that if they did go wacko they'd be Pre-immobilised.
#463
General Discussion / Re: Endless unconciousness?
February 17, 2015, 03:04:16 AM
Quote from: gijsvdv on February 16, 2015, 12:01:19 PM
Hi there, a little while ago, my colony got attacked by some spacers, my people bravely fought back, resulting in 2 wounded people, this was 2 ingame months ago, one off those people still hasn't recovered, he has been unconsious since the fight. My people keep feeding him, and such. He has even turned 46 years old a few ingame days ago! As you might see, i have added a screenshot to this topic, but i don't really work how Paint works, so the picture is a little small.
So is this normal, and do you guys know any fix for this?

What I think it is, is a couple of injuries.

In this case the Brain injury slows him down. Equally the shattered Tibia will also slow him down. So the two penalties to movement mean he's immobile. I suspect if you give him a peg leg he'll get moving again.

However in all honesty he'll not be fast. If you've got enough spare capacity I'd strip him and either Cryptopod him, Euthanize, or Banish (Draft, march him to the edge of the map, and wait).

Even if you're not overflowing with colonists I fear he's going to be no use what so ever (barely mobile, and massive penalties to working with the one arm+brain injury) and nothing but a drain on your colony, and an annoyance with constant "mental break" warnings.



#464
Quote from: milon on February 15, 2015, 02:53:09 PM
+1, I really like this idea!  The proposed solution would work really well for me.  (Pretty please, Tynan?)

Glad everyone likes the idea, so how do we flag it to Tynan?
#465
Quote from: Daemoneyes on February 13, 2015, 10:48:07 PM
I still would prefer being able to assign jobs to certain people but i guess this would be a good alternative if the other way is to resource heavy.

What does it matter who does it, as long as they have the required skill to do the job?