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Messages - Mithradates

#46
Quote from: TrashMan on February 11, 2015, 05:26:37 AM
Can someone explain to me what's so elaborate about smelting iron ore?
How is that different from cutting stone?

I'll do this as simply as I can.

Steel is Iron with some small amount of carbon in a semi-crystalline matrix. This is usually achieved by burning coal, wood, or charcoal (charcoal is essentially pressure-cooked wood) in furnace made of a material designed to refract heat more than absorb it (effectively keeping the heat in), while the metal is kept in a crucible which is made of a material with a significantly higher melting point that what you are attempting to melt (Kianite clay, for example; run-of-the-mill stone isn't going to cut it). As the iron ore melts, the carbon released into the air from the burning material is mixed with it and forms chemical bonds. Dross (the impurities) are scooped away (almost certainly lighter than the molten iron, so usually on the top), and the molten metal is poured, usually into an ingot mould (ingots are highly pure metal bars/rounds) and allowed to cool until solid. From there they are either dumped into water, or allowed to cool naturally. Slag is the counter to dross - the mixtures of Iron and things which are heavier than it usually stay behind when the pour is made, as they solidify before the pour is made. These can be recast later.

From the ingots, one can resmelt the ingots (which are mostly pure, meaning less 'clean up' time than before), and cast them into various moulds and allowed to cool. As well, Ingots can be smithed, which takes far longer, requiring much more skill, but producing stronger results. I won't go into all the specifics of smithing, but this is the basic principle.

Stonecutting is taking a chisel to a rock. and hitting it with enough force to chip a little away, but not crack the entire stone.

I hope that helps.

Also, just as an aside - did you know that Titanium is actually much weaker than most steels? It is considered to be so 'strong' because it weighs so little compared to steel - and is much stronger than other light-weight metals such as aluminum and magnesium. I especially want Tynan to read this bit, in case he plans on implementing titanium into the game; one of my pet peeves is when people make titanium out to be some super-strong material, when in actuality it is not. Luckily, the actual casting of titanium is a rather difficult process, requiring extremely high temperatures (1600+C) and a low-oxygen environment. Perfect for some late game research.

Unnecessarily moving, glowing super-scripted underlined text complete with its own italicized, emboldened, and subscripted shadow! Now with Green Stricken-through Text in Andale 8.pt font!
#47
Ideas / Re: Cannibal colony
February 18, 2015, 11:51:38 AM
Quote from: JimmyAgnt007 on February 18, 2015, 10:38:08 AM
Eating human meat doesn't automatically lead to any diseases per say.  Human is like pig, you gotta cook it completely or you will get sick.  The tribes that are cannibals don't exclusively eat people.  They just do it when its available or as part of a ritual.  Things that wipe out those tribes can just be run of the mill diseases that would wipe out any other tribe.  Or they just didn't cook someone who was sick well enough and all caught the same thing.

Sorry - I didn't mean to imply that whenever you eat a person, you get the disease - I meant diseases which spread through that method. While yes, these tribes do contract normal diseases, there are also ones which are specific only to regions where cannibalism was practiced. And these diseases tend to spread through the community quickly, as the victims are cooked and eaten, further passing the disease to others.

Quote from: JimmyAgnt007 on February 18, 2015, 10:38:08 AM
For the game, I've mentioned it before, eat people often enough and you should become a cannibal.  I do like the idea of people refusing to eat it regardless and either running away or going a bit nuts.  Maybe if there is a way for the colonists to check if something has human meat or not.  ones with the cannibal trait will prioritize eating them and others will avoid it unless starving and there is no other option.

No, that's not how it works. A person who is not a cannibal, and who is in fact staunchly opposed to the idea of eating human flesh (most people) does not simply become a cannibal if being forced to eat human meat. If a person forced you to do so, when other food was available, you would go mad and probably attack them at some point. One doesn't just throw away all of their moral qualms about eating people just because they were conditioned to the taste of the meat. I do like the idea of Latent (invisible) traits that allow for people to pick up traits under certain conditions (such as you have described)...however, I do not believe that it should be formulaic, or simply a matter of putting someone in a beautiful room, locking them in there with a hundred lavish human fillets, and them almost certainly coming out with the 'cannibal' trait. I would say make a latent trait for some sort of ammoralism, which eventually starts to lessen the mood impact of certain factors, which progressively transforms into a total lack of concern, and finally an active enjoyment of said activities (cannibalism, enslavement, dissection, etc). Likewise, people should go the opposite route as well...and the player shouldn't know to begin with which way a character is inclined, maybe.

I think that forced, needless cannibalism for an extended period of time should cause a revolt - not simply a 'mental break'. Maybe it starts with one or two of those...but as you refuse to change anything, (some percentage of) the non-cannibals form plans and go hostile all at once. They incapacitate or kill the cannibals, harvest nearby berries/hunt/whatever, eat a normal meal for once, and then begin the process of destroying important things within the base (Communication consoles, power generators, coolers, production things, etc, before setting fire to the place and leaving for another settlement. Maybe your people will start refusing to eat the meals before this happens, to kind of give the player a warning that they're on edge. I would not want this to be a method of 'resetting the timer', however; a few normal meals will not make them ready to start eating the dead again.

I do think that the colonists should be able to check what's in their food...however, I think that if people are being eaten *anywhere* in the colony, every non-cannibal should take a mood debuff lasting for quite a while, as they are disgusted and are now unsure about their own food.

Quote from: JimmyAgnt007 on February 18, 2015, 10:38:08 AM
Being a cannibal doesn't make you a savage.  Its just only really done by the most primitive cultures because they were already uncivilized.  I know its fiction but Hannibal Lector was brilliant and civilized.  Some people eat people because something is broken in their head, others because they think that its normal.  Either way it doesn't have an effect on the rest of their personality.

I've read several of the Silence of the Lambs books. While yes, Lecter appreciated art and was highly intelligent, he was still a savage person - brutally murdering people, for little real reason in some cases (in other cases, there were definitely motives). But I think by 'savage' you mean something more akin to 'tribal' whereas I mean 'committing barbarous acts'. #LinguisticProblems



#48
Ideas / Re: Robotics, Bionics and Brains (Oh, my)
February 18, 2015, 11:25:57 AM
Quote from: JimmyAgnt007 on February 18, 2015, 10:41:27 AM
Quote from: Mithradates on February 18, 2015, 10:28:15 AM
Who're you calling "primitive"?

I imagine that if you said such a thing to Tycho, that you would soon be holding your own nose in your hand.

#DuelingAstronomerLyfe


Primitive as in, its not using electricity to function as what is being replaced.

Creepy picture, I don't get the reference though.

http://en.wikipedia.org/wiki/Tycho_Brahe#Tycho.27s_nose
#49
Ideas / Re: Robotics, Bionics and Brains (Oh, my)
February 18, 2015, 10:28:15 AM
Quote from: Keymaster89 on February 17, 2015, 07:44:44 AM
Quote from: Skissor on February 17, 2015, 07:08:54 AM
Yes but it doesn't make sense for the game mechanic, since it would just prevent having any population loss, it's not about trying to explain it because it could be the future.
"It doesn't make any sense for the game mechanic" or "it doesn't make any sense to the way you see the game mechanic?"
This doesn't prevent population loss at all... people will still die by exactly the same methods as they do presently. These additions will simply keep your colonists healthy and working efficiently; at the price of a huge amount of research, time, and power, as well as the requirements of a strong infrastructure.
It's simply the progression of the colony's ability to survive, such as acquiring power armor for the entire colony. There is little difference between the two, in my mind.

Anyway... you're talking about a game mechanic that broke the game; raiders pass 15,000 silver by which I've left before my main entrance, in favor of marching into the maw of my invincible killbox machine...

I'm sorry; I had to do it.

Quote from: JimmyAgnt007 on February 17, 2015, 10:38:18 AM
1) Roombas and other single job drones would be a nice addition.  Though I wouldn't want robotics to replace people.  Tho a single human living alone with bots and eating anyone he captures would be fun.  (Damn it, even talking bout bots leads me back to cannibalism)

2) Small bits would be nice, even if they are simple things like 'metal nose' for the primitive, and bionic finger for more advanced stuff.  The primitive can be just made from metal, and a 'bionic fiddly bit' item you could buy and use for the little things.  This way we don't need a new type of item for each little thing that can get shot off.  Metal plates in the head and such would be fun too.

Who're you calling "primitive"?

I imagine that if you said such a thing to Tycho, that you would soon be holding your own nose in your hand.

#DuelingAstronomerLyfe
#50
Ideas / Re: Cannibal colony
February 18, 2015, 10:04:07 AM
I like that as well, Sartain. I think a big part of the problem is that there is food available elsewhere.
#51
Ideas / Re: Your Cheapest Ideas
February 18, 2015, 04:12:11 AM
I still want my talking dogs and wood-burning furnaces/steam engines (Wood for electricity (poor), heat, and cooking food)!
#52
Ideas / Re: Animal husbandry
February 18, 2015, 04:08:25 AM
Quote from: JimmyAgnt007 on February 17, 2015, 02:22:49 PM
People might be over-thinking the doors.  Ever been to a farm?  Giant gates that you can bring a lot of animals through.  nothing complex.  people can open it, animals cant because they dont know how to use them.  or if they do they are really taking their sweet time and we are all doomed.

NOT-COMPLETELY-OFF-TOPIC-DUE-TO-RIMWORLD-LORE:

I once (fairly recently) had a dream of a MIB-type-group running my college,and from them I learned that in the mid-90's, the animals of a nearby farm, being fully sentient, held a revolution a la Animal Farm except non-violent, and had walked into local stores with old video-game cartridges and expired giftcards seeking to barter for things with the shop keepers. The College had several such items, and the animals were still semi-autonomous.

Erm...

When are we getting these talking dogs?
#53
Ideas / Re: Your Cheapest Ideas
February 18, 2015, 03:53:41 AM
Cannibal-specific diseases that spread through eating tainted food.

Non-cannibal colonists forced to eat human meat for too long a time will meet in the kitchen one day ("taking their meals at the same time"), revolt, kill the chef, go around killing all the willing cannibals, start destroying random non-walls, and then leave in a group for one of the other settlements.

This last one might take longer, actually...but I could (reasonably) see it taking ~ 4 hours, as the constituent parts are all there.
#54
Ideas / Re: Cannibal colony
February 18, 2015, 03:48:37 AM
Eh. The second half, sure; the first, nah.

Cannibalism is too easy as it is - easier than Fine Mealing it.

A. Set up Killbox
B. Piss everyone off.
C. Eat.

As well, I strongly doubt that most people would joyfully become cannibals simply because some asshole won't cook anything but human meat. More likely, they would waint until they outnumbered their captors, stab the chef to death, kill the remaining cannibal-slavers (the two go hand-in-hand), and either start acting like sane persons, or, having experienced the horrors of this abomination of a colony, destroy what they can and move together to a new area - probably joining one of the other settlements on the planet, if they are fortunate (who are most-likely none-the-wiser regarding the practices of the colony). If I constantly insult your grandmother, you don't start enjoying it six months in; nor do you start despising not having her insulted. You punch me out.

I would also like to add cannibal-specific diseases. I can't remember the names of any specific cases, but I know that they swept through cannibal societies, killing quickly, as recently as the 1970's.

In short, I think that this is better suited to a Mod than to the main game.
#55
General Discussion / Re: How to calculate weapon epicness
February 17, 2015, 06:49:10 PM
I don't know that this is really doable, at least as far as aggregate 'usefulness' is concerned. Sure, a model can be made, but it won't be strictly accurate; giving everyone a sniper rifle is great for some situations, but terrible for drop pods or large numbers. I think you would be better advised to just make a spreadsheet of their various stats, including Maximum Damage per Second, as well as Hit Chance Modifier x number of shots in burst, Hit Chance Modifier x DPS, (Range x (Burst size x Hit Chance)/Loading time) [ = The Damage estimate before closing in Melee/Pistol Firing Radius at full range], and maybe some other Maths. That way, you can keep track of the various strengths and weaknesses of different weapons.
#56
Creative Rewards / Re: Creative Rewards Guidelines
February 17, 2015, 06:19:41 PM
Quote from: Tynan on December 10, 2014, 11:35:06 PM
It depends what your YouTube name is. Is it something people might call each other in real life? Or is it XxGhostKillerxX?

The 'X's are silent, Tynan. Gosh!
#57
Off-Topic / Neo-Cretaceous Brittany
February 17, 2015, 04:18:47 PM
Hey.

So I was just scrolling through the Member list, looking at the different post-related ranks, and I stumbled upon Supercaffeinedude's website. There, I found Neo-Cretaceous Brittany. I don't want to spoil anything, but you should give it a try or twenty. Not particularly difficult, and only related to Rimworld in that its creator apparently plays Rimworld and is a member of these forums, but still - quite fun.

I'm just now loading up a Let's Play of it just because I thought it would be fun to compare scores...I would recommend you give it a try yourself before watching. Let's keep something of a record of our scores, if possible!

The Game
The "Let's Play"
#58
Quote from: EvilDonald on February 16, 2015, 10:00:35 PM
Well, not counting the time visitors kept wandering into my prison cell and casually punching the same poor prisoner half to death...

I had a nice big colony built that attracted large visiting parties.  They then for some reason would never leave, someone would start shooting, and they'd all murder each other.  I'd be left with piles of corpses to loot and clean up, and about the time that was done another load of them would show up and the same thing would happen all over again.  I never figured out what was going on, but that was easily my richest colony...

I had exactly that happen...except that two tribes tended to spawn around the same time, and go to war with 60+ tribesmen each in the middle of my base. I had to cordon off whole sections of it to avoid instant breaking from the sheer number of corpses. Our days would literally just be 3/4 of us hauling, 1/5 cremating, and the rest preparing fine meals until the Muffalo and even the damned Boomrats ran out. The lag was so bad that the game was nigh-unplayable. Obviously this was a few versions ago.
#59
"Hello, everybody, and welcome to our Let's Play of Rimworld: Alpha 8!" He said for what felt like the hundredth time.

So basically, I am playing a Goody colony - no organ harvesting, no cannibalism, no selling people into slavery or euthanizing, and I am not using Killboxes! In fact, I think I've built maybe three turrets throughout this entire series (which is still continuing as of now). My episodes are long, boring, and I am a terrible commentator.To boot, for several episodes, I didn't even know what De-Essing was...so they're painful to listen to at full volume with headphones. I've gotten better, though!

I will admit that we haven't gotten as far as I usually do by this point in the game, but we're still here, and surprisingly so as far as I am concerned. If you're looking to kill several hours watching someone skirt disaster and occasionally speak into a microphone, then this series is for you! With a name as potent as Petra Nova, you are sure to be disappointed with this series. I guarantee it!

No, seriously. You'd be better off just looking at the thumbnails and picking up a new hobby. But you won't learn that second language...so why not watch my Let's Play series? It'll be real intimate like - just you, me, and a video that I made. Won't you stop by and see how we're doing?


https://www.youtube.com/playlist?list=PLed8-hbpS2HbFZMeyk6etTYJw0ZlYMy9O
#60
Creative Rewards / Theo Mithra-Phrygian Phrastus.
February 14, 2015, 12:36:16 PM
So I bought a Name. I realized that I bought it without deciding on what the name would actually be.

As such, I will be holding something of a vote for it. I want the name to be Classical in nature (preferably Grecco-Roman or Indic - we already have several Greek names), and have here included most every name of anyone that most anyone has ever heard of besides Catullus (who sucks). Half of these do not have last names presently, as they are of course meant to be people named after earlier figures. I have also included a few other figures, pseudonyms, and the like which could fit into the theme of the game - or at least I think so.

Anyway, if nobody votes, then I will be forced to choose for myself. If you have other suggestions, then by all means, pay for your own name.