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Messages - rditto48801

#16
Quote from: cy-one on April 14, 2015, 11:30:36 AM
I didn't read all of the thread, so please excuse the possibly dumb question...

Can "cool air" and "hot air" be shared on the same duct network? I mean, can I have a cooler room and a heater room (both with industrial heaters/coolers) and have fans suck in both cool and hot air into the same network?
Or do I need a separate cool and hot network?

Yes, both can use the same network, but not at the same time.
Lock heater room fans and unlock cooler room fans as weather gets hot.
Lock cooler room fans and unlock heater room fans as weather gets cold.
Then just have the smart fans set to an average temp to aim for year round, adjusted where needed for individual rooms, like bedrooms.

It's not as 'set and forget' or otherwise as effective as two separate hot and cold networks, but it gets the job done.

The only issue with the setup is still needing a separate network for the cooler room if you also will be using it to keep refrigeration/freezer rooms cold.
#17
Ah, so the Nanite Assembler doesn't address regular injuries, just missing limbs/organs?
That explains a lot.
Is it normal for doctors to run off to treat MAIs using medicine? Or just unavoidable due to how the game works?
Would it be possible for an MAI in a Recharge Station apply 'bandages' more quickly, and of good quality, so medicine is not wasted on them?

For disabling an MAI.
What about statuses related to tiredness? Or 'chemical' effects like Beer in the base game, and even stuff like Coffee from the Finer Things mod, which affect stats like movement?
Wouldn't that be an angle to work with?

Toss in inspiration from a bug where the game goofs and spawns a visiting pawn that has a peg leg and also has Frail and Bad Back, causing them to basically spawn and become incapacitated immediately due to having 0% movement., despite being otherwise uninjured

So how about spawning special status effects/debuffs on MAI that slap on a huge movement penalty to incapacitate MAI and alert to 'colonists needs rescue'?
For lack of better terms, going from the 'beat half to death until incapacitated' option the game has at present and go with a 'to drunk to stand' type option...

Or how about several levels of status effects just for MAI, based on how low energy is?
Basically MAI equivalents to Tired, Very Tired, and Exhausted (hopefully triggering an 'exhausted' type alert), with a secondary status to warn if MAI self destruct could be imminent (if exhausted and/or incapacitated).
Some with their own color change. Nothing for tired, the usual mild red tint when Very Tired, a brighter/deeper red when Exhausted, and when incapacitated, a dark gray color with solid blight red visor (with no 'eyes'), to give that extra 'this is not good' feel to things.
#18
Holy crud...
That 'knock out' effect is trigger happy as heck at times.

My latest MAI 'knock out' effect experience shocked me during a battle with mechanoids, while said MAI in question was with a small group providing sniper support for the main defensive line.
No shots were fired at the group, and there was no friendly fire, and no damage from the battle in general aside from already healed burns from a stray incendiary shot when trying to ambush a Centipede in rocky terrain early on.
Yet down the MAI went, and a quick check showed energy was about empty.

Counting her new injuries, there were 19 of them (which have no damage sources listed). 3 gunshot, and 16 cracks (mostly orange, with a few red and yellow), basically spread out everywhere.

After a sedate and rescue and getting her to her assigned recharge station, an undrafted doctor at the end of the battle ran off to tend to her with an estimated 10+ Glitterworld Medicine, since they are getting 100% heal chances due to the Glitterworld Medicine, it means 9 of the 'poorly set' injuries were likely from the MAI self repairing before the doctor was available.
The adjacent Nanite Assembler had 75 Plasteel, which was originally forbidden since my colonists sometimes prefer swiping plasteeel from there rather than the main stockpile for construction/crafting, and no plasteel was used at all during this time.
Even with being told to rest and heal in a Recharge Station set as a medical bed, with an adjacent Nanite Assembler with (unforbidden) plasteel (none of which was used), it took a number days for the MAI to just recover from the injuries sustained, but it took a night or two of bed rest in a medical recharge station before any sort of 'accelerated healing' was noticed, and only while actually sleeping.

Isn't plasteel from the Nanite Assembler supposed to be used to help with MAI repairs?

It seems the game's idea of 'knock out' is 'randomly apply severe injuries until pawn is incapacitated'...

On a side note, I've noticed the MAI wounds are a sort of solid 'pink' color (like I have seen used as the background color for sprite sheets). Don't they have any sort of 'custom' wounds to take place of the 'bloody' wounds normal pawns get? Or is that a bug?

Edit: Small update.

Edit 2:
On a side note, the MAI/group in question were protected by an ED2 Fortress Shield, which also ruled out any off those injuries being caused by the mechanoids.
#19
Quote from: obrien979 on April 11, 2015, 09:48:26 PM
I have downloaded the newest verison and installed it in the MODS folder, however when I activate the MOD and start the game, I do not have a construction option for them. 

Can anyone help?

Brandon
They are not unlocked be default.
You have to Research them first. (which oddly enough does not seem to be mentioned in the OP)
They should have their own "A2B Belts" selection/group under Architect once researched/unlocked.
#20
Quote from: mipen on April 09, 2015, 11:14:57 PM
Quote from: Cryorus on April 09, 2015, 08:58:27 AM
Little bug report:
(GIT doesnt load for me right now :/ )
Sometimes when colonists take items from a DSU the itemstack tends "to explode".
A 2000+ stack of steel expodes into individual 75x stacks around the DSU.
Other than that the DSU work WAY better than in alpha 8.
Thanks for letting me know. Have you seen it happen? Sometimes pawns will pick up a stack and spread it out if they see it is over the stack limit

I've had the same issue.
Of noticing a DSU is empty with stacks of items spread out all over the place. I've had stacks a little under 1k steel on a Mk III DSU get spread out all over the place on several occasions, but have not actually seen it happen. The DSU in question was next to (as in 2 spaces away from) a stockpile that was also set to store steel at one lower level of priority, which made it seemed out of place since pawns would have a place to take stacks after 'unloading' the DSU.

The only times I have seen them take a full super sized stack, they basically run off to take it someplace that needs only a little bit of stuff (well under a normal full size stack), then come back to the DSU to unload a stack (or two if initially empty). Then they constantly go back and forth between the DSU and an adjacent stockpile, since the DSU only accepts a single stack at a time (sometimes double if the DSU is initially empty), and seems to take a few moments before it can accept another stack since they sometimes unload 2 or more stacks on the adjacent stockpile before heading back to the DSU. (maybe due to game seeming to have short delays before pawns 'see' a stockpile has had its settings changed?)

I've seen pawns do similar with regular stacks, such as grabbing a full stack of berries because a higher priority stockpile had a stack with just a few berries taken from it, so I would guess that issue is likely the game itself and not the DSU or the mod in general.
#21
Quote from: Devlah on April 09, 2015, 10:25:35 PM
After a bit of searching through this thread I've noticed that at least one other person mentioned this problem though I didn't find an answer:

None of the cyberware I have manufactured is showing in the operations bills.  I've also got plenty of Medicine on-hand as well.  Do we require more advanced medicine in order to make use of certain implants?  Currently, I have a stockpile of the vanilla Medicine.
Using Rimworld MOD manager, I've specified the order of loading.
Should I perhaps have Cybernetic Storm loaded before the Core game?

I've attached a few screenshots.

As I understand it, one should not load anything before RimWorld's Core. (unless for some reason a mod or something specifies otherwise)

Last I heard, mods that add surgery options are not compatible with each other, so the game will use only one of them for new surgery options, being whichever is last to load.

As you have Cybernetic Storm loading first before other mods, any other mods that also add surgery options will 'overwrite' Cybernetic Storm's surgery options.
I am guessing SuperiorCrafting is the cause.
If you want Cybernetic Storm's implants more, load it after any other mods that also change surgery options.

#22
One thing I had noticed is the Skinmask apparently doesn't cover anything according to its info screen. Not even the head.
#23
Quote from: mrofa on April 05, 2015, 07:13:44 AM
Quote from: rditto48801 on April 04, 2015, 06:44:16 PM
Quote from: Evul on April 04, 2015, 09:23:08 AM
It's a secondary explotion capable of damaging pawns near by :)
This makes me think of a how it would be nifty to have something like a rocket/missile/cannon/grenade/RPG round/warhead with sub-caliber shaped charge wrapped in effective claymore mines...  :o
Or making a gun that shoots swords that explode on impact, with said explosion releasing several more swords that also explode on impact, with said secondary explosions further ruining the the day of anyone standing to close to the first explosion... (the things people put into video games these days...)

This stuff can be done, problem are raiders since its require alot o work to make it work on them :p

What...
The Borderlands 2 "SWORDSPLOSION!!!" weapon would be feasible in RimWorld?
Or grenades that explode into multiple smaller grenades that explode into yet more smaller grenades?
Or an RPG that causes an effect akin to an Acme brand Anvil (or de-orbiting flaming Muffalo) falling on the enemy from above? (variant of a tale of a GM in an RPG game dropping a flaming cow from space onto an overpowered character...)
Or an anti-material rifle packing an armor piercing round that carries a 1 microgram anti-matter charge? (which I think equals the energy release of like 82 pounds of TNT...). ;D
Probably make even a Mechanoid Centipede vanish (in a cloud of smoke and debris, because I can imagine good armor is a bad thing with internal explosions... like Mythbusters making a cement truck dissappear with lots of explosives).
Or up it to 1 milligram. (next best thing to dropping a few MOABs on the target...)
Kind of scary, actually, a grenade launcher capable of deploying sub-tactical nuclear warheads...

(Sleep deprivation, hoooo!)
#24
Quote from: elStrages on April 05, 2015, 04:01:31 AM
Quote from: Smikis on April 04, 2015, 06:17:13 PM
All costs have to be lowered through the mod , requiring nanothread for everything in huge amounts, make everything pointless, unless you are running huge nano thread farms, it will literally take years to craft a single item
The most expensive piece of armour takes 25 Nanothread.
The cheapest I see, Nanotech Greaves, cost 140 Nanothread total (90 nanothread, 50 more for the 10 nanomites).

QuoteThat's 5-8 (depending on luck) benches in 8 days growth.
Plants rest and do not grow half of the day (at night), even if sitting next to a sun lamp.
So that means 16 days are needed to reach that 8 days of growth.

QuoteHow is that years exactly?
Having to go the Devilstrand route to get Hyperweave. 72 day growing on normal soil to reach their '36' days growth. Toss in not using a 'green house', and bad luck with cold weather and cold snaps possibly leading to Devilstrand needing to be re-planted or otherwise not growing enough and being killed by cold in winter before it is ready to harvest... That's my guess anyways, as I had such things happen to me before (although that was in Alpha 8)

I find it odd that no nanothread based items at all is needed for Cybernetic armor.
In a way, one can be pumping out Cybernetic armor before even having infrastructure in place to be making the Nanotech items in general in any sizable amount, perhaps due to limited plasteel initially limiting how many nanoponics can be built early one.
One just needs lots and lots and LOTS of space devoted to growing stuff, and some time waiting for a few nanoponics to make the nanothread for the cybernetics bench. And a lot more patience. And lots of power for enclosed growing areas/green houses.
#25
Quote from: NoImageAvailable on April 01, 2015, 02:33:35 PMMedia likes to portray them that way for dramatic effect but it is about as real as cars exploding from gunfire.

So the two old clips of BLU-96 footage I saw are likely in slow motion, despite no mention of it in the description, even though one had the sound of a properly timed explosion? If so, major bummer. Still epic, but major bummer.

I will agree the exploding car thing is overdone and overrated... Saw an epic video of the demonstration of the firepower of an M2 Browning. Awesome when they blew out the backside of a cinderblock wall with a few hundred rounds. Less epic with the next target being a car, when a round low to the driver side door caused the car to explode in a fireball...
Some people need to stop overdoing it with the whole 'made of explodium' trope.
*glances at RimWorld*
um... no further comment.

Quote from: Evul on April 04, 2015, 09:23:08 AM
It's a secondary explotion capable of damaging pawns near by :)
This makes me think of a how it would be nifty to have something like a rocket/missile/cannon/grenade/RPG round/warhead with sub-caliber shaped charge wrapped in effective claymore mines...  :o
Or making a gun that shoots swords that explode on impact, with said explosion releasing several more swords that also explode on impact, with said secondary explosions further ruining the the day of anyone standing to close to the first explosion... (the things people put into video games these days...)
#26
An idea popped into mind as I have been dealing with a shortage of stuff like synthread, and was staring at my omnigel stockpile.

The idea.
Allowing the Replicators to make textiles.
Cloth: Made at Mk I Replicator. Maybe base of 2-5 cloth per 10 Omnigel?
Synththread. Make at Mk II Replicator. Maybe a base of 10-20 per 75 Omnigel?
Hyperweave. Make at Mk III Replicator. Maybe a base of 5 per 100 Omnigel?

For a related idea, a Synthetic Leather, perhaps made at the Mk II Replicator.
Basically an 'average' quality leather in terms of stats, except with above average insulation and good armor against sharp. Maybe get a base of 10 per 75 Omnigel?
#27
Quote from: Marnador on April 01, 2015, 03:22:38 AM
Woops that's a honest mistake on my part, Skullywag is right, I must have removed the flag by accident, if you haven't fixed it yourself by now front page is updated with 1.5b
Just install it on top of the existing mod should work fine.
Sorry for inconvenience, and thanks for letting me know it must have slipped by me.

I didn't fix it because I didn't know what was needed to make it not be buyable.
Will I need to get rid of the one I am presently have before I update?
I sort of have an MAI running around with it right now in place of a sniper rifle.  ;D
#28
Quote from: NoImageAvailable on April 01, 2015, 03:55:26 AMI think you might have some misconception about thermobarics. The aerosol cloud they leave ignites within a fraction of a second, you wouldn't even see it with the naked eye, let alone be able to react to it. All it would be in game terms is a rocket with a large explosion radius and a good chance to spawn fires.

Perhaps, but the delayed effect is how many video games I have played/seen portray stuff like fuel-air explosives. Like in Mercenaries 2, and I think also C&C Generals. Of there being a short delay between cloud release/dispersion and actual ignition/detonation.

There is also the old BLU-96. I've seen old films/movies for those that showed an apparent delay of 1-2 seconds between cloud dispersion and actual ignition/detonation, which has a bit more dramatic effect/flare to it than, say, a MOAB.
#29
Quote from: mathwizi2005 on March 31, 2015, 07:10:21 PM
Thermobaric actually counts as HE, its basically a big friggin' bomb.
But you nailed everything else I was implying.

Big?
Except for thermobaric/fuel-air explosives made for grenade launchers and RPGs.
#30
Quote from: NoImageAvailable on March 31, 2015, 04:07:06 AM
Quote from: mathwizi2005 on March 30, 2015, 03:04:00 PM
ANYWAY, on topic, it there anyway to add explosive types? (fragmentation vs HE vs stun/flash (hell even HEAT for the mechanoids))

Fragmentation and HE are the same thing (and implemented in my mod), stun grenades are already in the game IIRC and HEAT would be no different from the current explosive rounds, i.e. piercing damage with a small secondary explosion.

I tend to view HE and Fragmentation differently.
HE makes me think about things like C4, TNT, Dynamite, and Muton Tranquilizers, er, I mean Blaster Bomb Launchers (from X-Com UFO Defense). Things that may only have fragments if they have a metal casing like an HE shell. Damage mainly from the explosion, with a small chance of getting nailed supersonic metal fragments at a distance.
Fragmentation makes me think of things designed for having a large casualty/injury radius and specifically designed to throw out as many fragments as possible. Stuff like the classic 'pineapple' grenade, Claymore mines, and Bouncing Betty mines. Stuff that might not be as effective (if effective at all) against an armored target. Something with a high chance of multiple fragment hits on a single target.

I wonder if the game can do something like having an AoE weapon that sends out dozens of short ranged projectiles in all direction from the point of detonation. It's been a while since I have seen a frag grenade used (don't use them, love sniper rifles), so I don't recall how they deal damage, if they do that or just are an AoE weapon.

I like HEAT. I would like to think a good sized HEAT round/rocket/missile would ruin even a Mechanoid Centipede's day.
For a little HEAT inspired humor of likely poor quality.
"This Mechanoid is dying impaired! Give it 1,000 CCs of supersonic molten metal, stat!"


For something that definitely seems separate from those above.
Thermobaric weapons.
Those would be nice to have.
Handy for crowd control. Like if two dozen angry tribes people are trying to tear down your front door with clubs and arrows while foolishly ignoring the sudden dust cloud. (maybe not so good if the walls are made of wood...)
Or dropping it in the middle of a pirate siege base, and watching them drop everything and run away from the rapidly expanding cloud in a foolish attempt to outrun what is about to happen.