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Messages - Boboid

#466
General Discussion / Re: Does bleeding out feel right?
February 26, 2015, 03:24:32 AM
Especially stomach wounds!
The feeding thing is pretty annoying, exacerbates the blood loss too.

I haven't personally minded the increased blood loss, encourages you to quickly deal with wounds rather than letting someone lay about for a DAY with a dozen bullet wounds, then trundling over when you can be bothered, hauling him back ( bumping his head on the doorstep ), and when you finally muster the energy, bandaging him.

It also contributes to the value of blunt weapons, I'd certainly love to see some blunt projectile weapons (rubber bullets, sandbag guns, that sort of thing) that offset low damage output with the advantage of not causing the victim to bleed ( and to get subsequently infected )

I find it an interesting decision to make, lethality vs efficiency and convenience.

But that's a decision that's more or less only made possible if bleeding is a sufficient downside to justify its circumnavigation.
#467
General Discussion / Re: "Constructed roof" won't heat up
February 25, 2015, 10:19:49 PM
if it says " Unroofed " on the right hand side then it means somewhere within that room there is a tile that is unroofed for whatever reason, effectively meaning that everything connected to it is outside. You can't alter the temperature of outside no matter what you do, so scope around and ensure every tile has a roof over it.

Be sure to double check your no-roof regions, one might intersect with your room.
#468
Releases / Re: [MOD] (Alpha 9) Glitter Tech v0.81
February 25, 2015, 09:35:39 PM
Heh... breaking down Replicators on a machining table without sufficiently high efficency can yield " 0 " steel which colonists can't handle, might want to look into that!
#469
General Discussion / Re: With Alpha 9, came the fossils
February 25, 2015, 09:47:47 AM
Oh dear I was afraid you might do this, you are aware that disagreement isn't the same as persecution.. right?
And this isn't a fight... you know that? I'm hoping?
This frankly, shouldn't even be an argument.

As to your request, Listy actually already beat me to it - The simplest explanation of time dilation and our experiments regarding it was right in front of you. You can read it at your leisure. I can't guarantee that you'll understand it.

As to your notion that " Jumping on a ship and rocketing off to the moon can make three days pass in the blink of an eye" I can only assume you're deliberately trolling at this point.

As to your misunderstanding of the Theory of Relativity - The Theory of Relativity is considered a scientific theory, this means that that the components of the theory are not based on hypothesis but an analytic method, and by extension empirical discovery.
Basically this means that it's extremely well tested through observation and experimentation and as such is accepted as being more or less true until we observe something that directly contradicts it.

A Theory is not by definition untested hypothetical concept of "Suspected notions and ideas", that's a common misconception.


If you're not willing to accept scientific theories then what can you accept?


For the record, we're done having this conversation.
#470
General Discussion / Re: With Alpha 9, came the fossils
February 25, 2015, 09:05:05 AM
Haha, you don't have to be a fan of gravity, but you're going to be subject to it all the same.

There are a lot of problems with not only your examples but the way you're approaching the entire notion of time.


Quite frankly there's such a massive body of evidence that displays the effects of Time Dilation that it's really not even worth having a discussion about it with you. We've done a great number of experiments to confirm the effects of time dilation with regards to both velocity and gravity. In fact we started all the way back in the 40's!
It's some pretty cool stuff!

The concept of time may indeed be lost on you  :)    Fortunately you don't need to understand it at all, that's one of the neatest things about it, you won't even know it's happening.
#471
General Discussion / Re: With Alpha 9, came the fossils
February 25, 2015, 07:38:43 AM
Quote from: lusername on February 25, 2015, 06:56:06 AM
Keeping a body in a usable state for 3000 years? Not going to actually happen, because even if you could freeze somebody for 3000 years, the decay of naturally-occuring radioactive elements in their body would kill them because they would be frozen and have no means to repair the damage, which normally happens while you are alive and pumping.

However, the colonists surely aren't frozen for 3000 years. What actually happens is that they are frozen for maybe a year or so while the starship accelerates towards the speed of light. At that point relativity happens, hundreds of years can pass, and they won't experience more than year or so frozen.

Well it wouldn't really kill them, they'd effectively be dead long before any of that happened, the issue would be upon revival.

To be honest I'm not sure that radioactive decay would be sufficient to render the body useless, it'd do some damage but how many vital organs have a high enough proportion of unstable atoms to be fatal? Your DNA on the other hand... there's no way, the body at the end of it all would probably be reasonably unchanged but it'd never be able to function properly again.


As for the subject of time dilation... well that's another thing entirely. I honestly don't know what speed would be required to create a 1/3000 ratio but I suspect we'd never be able to practically attain it


As for you Silvador, Time Dilation is actually something we have a decent understanding of, you should probably go look it up! It's pretty cool, even if the only practical effects we currently experience involve tiny fractions of a second over the course of many months.

The notion is that chronological age is time passed as observed by people on reasonably similar planets(or at least reasonably similar gravity and velocity), whereas biological age is the time actually experienced by the object in question.
#472
General Discussion / Re: With Alpha 9, came the fossils
February 25, 2015, 06:22:30 AM
I'm trying to wrap my head around the logistics of keeping a body in a useable state for 3000 years, ignoring how you'd wake the person up it's still a massive undertaking.

There would probably be an upper limit to the duration you could suspend a body too, there'd eventually be indirect radiation damage to its DNA which would overtime render it more or less useless.

For 3000 years? It's more than just a case of perfecting cryopreservation.. it's more like perfecting repairing human DNA, and by that point we'd be able to pretty much live indefinitely anyway so there wouldn't be much call for cryo anymore :D
#473
General Discussion / Re: "Too smart" not working at all?
February 24, 2015, 06:09:20 PM
Think you're confused as to what the most recent changes did to skill gains.. and also how Too Smart works.

Standard colonists learn at 100%, then modified by passions/nopassions meaning:
Too smart modifies that global learning speed to 180%
A standard colonist learns at 30%/100%/150% due to the x.3/x1/1.5 modifiers
A Too Smart colonist learns at 54%/180%/270% due to the same modifiers.


The change to Crafting xp gain was mostly to do with how it was awarded, previously it was only awarded when something was completed, now however it's gained constantly as work is put into an object.
#474
General Discussion / Re: No Gratitude
February 24, 2015, 06:01:34 PM
I think it's mostly that you people have a strange idea of what "Rescue" means to someone who you know, was a person before they landed on your planet.

If you were say... a space janitor and due to an inexplicable series of events involving a total misunderstanding you were beaten up and jettisoned onto a rimworld, and four lunatics living in the middle of nowhere with three guns each, a mountain fortress, and 35 graves on their front doorstep, and a suspicious amount of nondescript pale leather-goods... and a weird freezer behind the normal one that smelled funny, hauled you back, treated you with grass and moss even though they had easy access to commercial medicine a whole two feet from your bed.. Wouldn't you be keen to leave too?

Rimworld colonists are NUTS. When I see a crashed pawn I don't go " Oh lets go rescue him " I rub my hands together cackling " More cogs for my machine! "
#475
General Discussion / Re: Incapacitate, not kill?
February 24, 2015, 02:50:01 AM
Remember you can increase relations with the tribes people by capturing and then releasing them once they're healthy enough to get to the edge of the map.
If you get them out of Hostile a lower % of attacks will be from tribespeople.
Just beware of mechanoids :)

It's also worth noting that Blunt weapons (By design) do less damage overall, so your melee guys will just generally do less dps with them equipped.
Skip clubs, go straight for Maces
#476
General Discussion / Re: Incapacitate, not kill?
February 24, 2015, 01:39:54 AM
I suspect you only have 4 people because the primary way the game helps level out colonist numbers is by crashed refugees, and you keep releasing them! :D

Rescue effectively means "Heal up and leave" and would have a positive relationship bonus if they were tied to a faction, as it is you're just fixing them up and then letting them go about their merry way rather than converting them.


Sounds like you're getting a bit unlucky, I don't have a comprehensive understanding of what causes pawn deaths (Many times I've inspected a dead pawn only to discover they have no fatal wounds, and are dead all the same) but in general Blunt melee weapons do a good job of incapping rather than killing as they cause bone wounds in addition to standard hits which pile on the Pain which at a certain point incapacitates pawns.

When you're firing guns it's pretty much pot luck, but in general if you don't release all your free colonists you'll keep your numbers up :P

#477
General Discussion / Re: Value of early crafted goods
February 24, 2015, 12:37:55 AM
I mean you *can* sculpt with stone and the sculptures WILL be worth a lot more than if they were made of wood, but they won't be SEVEN times more valuable. Think it's around 4-5x iirc but I'd have to double check

The nice thing about stone sculptures is that they have almost no resource impact, they cost virtually nothing to create and the total resource->value conversion is great... but the time->value ratio is dreadful. And you won't see any profit from them for a *long* time, potentially several traders could come and go before you ever had a product to sell.
#478
General Discussion / Re: Value of early crafted goods
February 23, 2015, 09:46:34 PM
Make sure you're not crafting stone sculptures.. they take like 7x the work in some cases.
Generally stick to Wood early on.
#479
Well your melee verb selection change is posted on the same day as the A9 release and there's been a hotfix since, it's not exactly a mental leap to assume it's in game. Which it isn't :P

Long story short the lives of about 150 dromedaries could've been saved if I hadn't had to retest the weapon selection priorities!
#480
Quote from: deadmeat5150 on February 23, 2015, 05:50:43 PM
Ok this is oddball as hell. I installed a Brain Stimulator into my doctor. The augmetic said Efficiency 35%. I thought that meant that it would increase it 35%. Nope. Now my primary doctor and melee badass is only using 35% of his brain and it's an effort to go from bed to the cafeteria and back to bed now

Edit: And when I tried to remove the implant the guy's entire brain was removed. Le sigh.

Oh christ I haven't laughed that hard in months, thank you.

For future reference all standard bodyparts are 100% efficiency.
Higher numbers are better. :D