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Messages - LustrousWolf

#226
HELP! In short, what do all the health stats effect and then what effects do the health stats have on a worker, (for example the manipulation below)
Can someone explain what manipulation affects? Like my guy was growing, lost an arm, but was still growing afterwards the same speed, i thought it would be harder to grow with 1 less arm. so what does lower manipulation affect? as far as I'm aware having low manipulation means you suck at crafting (stone cutting etc) and nothing else? is that right? Basically is it worth giving the guy without an arm a bionic arm or a prosthetic arm? or should I only give the bionic arm to people who craft (like stone cut 24/7) only?
#227
Support / Help (health issues / manipulation)
March 27, 2015, 09:34:24 PM
In short, what do all the health stats effect and then what effects do the health stats have on a worker, (for example the manipulation below)
Can someone explain what manipulation affects? Like my guy was growing, lost an arm, but was still growing afterwards the same speed, i thought it would be harder to grow with 1 less arm. so what does lower manipulation affect? as far as I'm aware having low manipulation means you suck as crafting (stone cutting etc) and nothing else? is that right? Basically is it worth giving the guy without an arm a bionic arm or a prosthetic arm? or should I only give the bionic arm to people who craft (like stone cut 24/7) only?
#228
BUg when I recruit a guest they will always have there weapon out. Even after drafting u drafting and shooting. It doesn't affect anything it's just it seems odd for them to be sowing a potato plant whilst holding a gun expecting the plant to attack him. Also when I tried to improve faction relationship he got then hostile against me in like 5 mins. He was social 6 and wasn't doing very well. Went from faction relationship 40 to -40. Rebalance? :o
#229
Quote from: Kaballah on March 26, 2015, 05:34:25 PM
Here's a practical example, a colony I have in progress now.  At the top center are my heaters, a geothermal plant and some ASRTGs (from the Radiothermal Generator mod) which also generate heat, all enclosed with the heaters set to 21C (their default).   Between the heaters are banks of 10 powered fans - I love to overbuild  ;D - and the big enclosure to the right is the cooler/stockpile, with an industrial cooler being built at the right edge of the image.  Currently it doesn't have any exhaust ports connected, but the small room will be a heat dump with more powered fans to carry heat to the main heater room, where it can be pumped out to colonist bedrooms again.  This map's temperature went down to -80C in the deep winter but everyone inside was nice and comfy at whatever their thermostats were set to (usually 11C).


I think it is just me not getting it fully >.< So how many "new" rooms are there need for this mod? You have cooler room and a heater room, any more? Sorry about the inconvenience :c
Also can I not just have 1 cooler and 1 heater in a corridor with ventilation auto doors so heat goes into all the room i want it to go? (the bedrooms) (I know I will need more than 1 heater too get the heat around all of the bedrooms i have) ;P
#230
Quote from: Kaballah on March 26, 2015, 05:19:33 PM
It's a little counter intuitive.  Basically you make an enclosed room, roofed, and put heaters into it.  Then you build ducts to carry heat from the heater room to the room you want to heat up.  Then you put some form of intake on the duct in the hot room, and some form out outflow on the duct in the cold room(s).  Here is a very simple setup, if you have a cold room and you want to warm it up with a remote heater.



Powered fans used as intakes are simplest, because they have the highest capacity to move heat in a unit of time, and because you want them to always move at their max capacity so a thermostat setting is irrelevant.  Smart fans in the target room(s) are nice because they allow you to keep distinct thermostat settings for whatever situation required, e.g. you have a colonist that likes his room at 15C but the others are fine at 11C.

Alternatively you could have an industrial cooler (or regular cooler) in the "hot room" and you could cool a remote room the same way.  Once all the ductwork is connected, you can click on any segment of it, and it will show you the "network temperature".  If the network temperature is not what you want it to be in your target room - or rooms, because smart ducts allow you to have different thermostat settings for each room they service - then you may need to add more heater/cooler capacity, or you may need more intake capacity.  If the heater room is staying around the target temperature of the heater(s) that are in it, then you do not have enough intake capacity sucking heat out of the room and stuffing it into the network.  While it's OK to have a door on the heater room, note that it has to be enclosed in order for heat to accumulate in the room, so you may want to put an "airlock" 2-door/vestibule setup in to reduce that.

e: Also note that even though the drawing shows fans connected to the ends of the duct path, they can be placed ANYWHERE on the duct, not just ends; and there can be any number of branches, the duct network does not have to be a simple line.  There can also be any number of intake fans as required, or multiple outlets in a room serviced by the network.  One smartfan handles a 6x6 room very easily for me though, even in bitter cold (-80C).  Basically if the duct network is 1 degree warmer than all your endpoints, you have enough capacity everywhere; if it's not warmer then you need either more heater or more intake (or both).

Vents and vented doors are much simpler; basically you heat the air in an enclosed room or hallway (note that if the hallway is not totally enclosed by doors/walls this will never work) and place vents between this and any rooms adjacent to it, which allow heat to equalize through the vent.  Normal doors prevent this heat equalization while they are closed, vented doors do not.

Make any more sense?

Yes this made more sense to me thank you! But it would still be nice if there was a quick 2-3 min video tutorial on it when you add more things as this mod was a little difficult to get the hang of :P (e.g, explaining what everything does and what this then leads to you being able to do)
#231
Please could someone make a tutorial on this? Finding it difficult to get onto my feet with this mod :O
(Like, with everything. Super confused >.<)

Q: I always use wooden autodoors because they open the fasted for my colonists, should I just start using the wooden auto ventilation doors instead now? except for on my geo gen inside my base. Dont want my colonists cooked. This is how they are supposed to be used and used only to allow heat through?