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Messages - Too-DAMN-Much

#106
General Discussion / Re: Base design
September 11, 2015, 10:13:21 PM
Quote from: Stone_enderman on September 11, 2015, 05:34:14 PM
Exactly why I made this topic... I was curious about other people's base designs and how they had been made for different environments and scenarios

yeah, it's a good informative discussion, honestly it's a little surprising at first, but given how well simulated most things are in rimworld it really makes sense overall that a forestry mountain base would look really different to an ice sheet or something nutty like that.
#107
General Discussion / Re: How do you play?
September 11, 2015, 10:07:21 PM
Quote from: Mrshilka on September 11, 2015, 08:09:05 PM
I eat pets if they die, Meats back on the menu boys!


cannibal colony motto, suspiciously similar to the roach motel.... hehe. :D
#108
General Discussion / Re: Ideas for late game enemies!
September 11, 2015, 10:05:31 PM
i think catapults are a bit low tech for rimworld, aren't they?

what about railguns instead? they can certainly be fired in a way that lobs the projectile quite a bit too, but maybe for balance they'd need to be built as opposed to anything that could be a bit more mobile, oooo actually, what if their firing... umm... not sure the right word, but ability to adjust to new targets was really restricted, so artillery shelling a different spot than was previously being fired upon would need the gun to be torn down and setup again with the correct sighting and aim for the new target. they do definitely need some amount of time IRL before the rails are operational while the air is pumped out of it's sealed chamber after all. (otherwise friction with the air vs projectile destroys the gun)

i still like the inhabiting opposing faction idea, the spider is a neat twist on it too honestly.
#109
wooden walls eh? :)
#110
General Discussion / Re: Things I Wish I'd Known Sooner
September 11, 2015, 09:55:12 PM
Quote from: Lady Wolf on September 11, 2015, 09:31:15 PM
One of the things I wish I'd known back when i first started playing was that the trade beacon doesn't need power. (you can build them anywhere, and at times It's more efficient to build one next to that group of dead siege raiders in the middle of no where and sell stuff "on site" rather than drag it back to the colony first.)

Another thing I wish I'd known in the beginning is the ability to set what level of medicine a colonist (or prisoner) gets by selecting the icon in the health tab of each one. Makes it much easier to reserve the glitter world meds for the important colonists and not waste'm on the prisoners.

yeah that's a good one for the first, i'd wired up many many trade beacons before realizing that too. :)
second i thought was a somewhat recent change, hadn't really been paying attention though, it's a good thing to know about, for me it's the "stop wasting the bought medicine on things besides building medical beds" on/off switch.
#111
Quote from: Ectoplasm on September 11, 2015, 05:07:11 AM
Quote from: Too-DAMN-Much on September 11, 2015, 02:45:50 AM
Quote from: Topper on September 11, 2015, 01:09:37 AM
Better question - why havnt driods been integrated into the core game. Seems like a no brainer that the people of rimworld would want to build their c3p0's

i think tynan just doesn't like the idea of creating a pawn out of nothing, pretty sure it's been suggested before. :)

honestly i think it would be a cool addition too.

I totally agree that droids should be added, just like something along the lines of edb's interface mod..  For me having pets able to haul is a great  touch, but the buggers eat everything in sight and as soon as you draft your pawns they come running too and just end up getting blown up and BOOM, there goes your economy with no way to haul (you can get round this by assigning all pets to one pawn and drafting that one into the back of the base whilst a raid is happening.. But this is less than ideal (be nice to have a way to not have pets follow their master during drafts)). Anyhoo, haplo's mod has working droids in A12, you can buy basic hauling and cleaning ones from traders, and also build a more advanced one, but to be able to get this one to do more complicated tasks other than clean or plant cut, you need an AI core - which aren't in abundance, and therein lies the balance factor.. That and the plasteel cost to build in the first place.

https://ludeon.com/forums/index.php?topic=3612.0

thanks for pointing it out, i'm fairly sure that was one of the ever growing list of mods i wanted to add for my next colony already though. :D
#112
Quote from: MajorFordson on September 11, 2015, 04:06:59 AM
My idea is based on the assumption that things will get a bit more realistic in the future, ie colonists will DIE when they're running around in -30c as opposed to simply feeling sad. :D

mine eventually starved, not sure if i was clear on that XD
#113
Quote from: Rahjital on September 11, 2015, 03:29:51 AM
That must be an old quote then, because multiple square thick walls do insulate better than single square thick walls.

Material still doesn't matter, though.

not material just.... heat conduction, actually, it's touching the rest of the mountain you've dug into and therefore thermally connected.
#114
Quote from: zandadoum on September 11, 2015, 03:24:16 AM
Quote from: Too-DAMN-Much on September 11, 2015, 02:50:28 AM
i'm half tempted to wonder what happens if you replace all that mountain you're using as wall with steel walls, that would kinda make sense to me at least that a room with walls dug into the stone would lose/dissipate a bit of heat due to not being insulated as well as man-made ones.
i really doubt that's the case though.
i think Tynan himself confirmed in some post that material or thickness of constructed walls does NOT affect temperature isolation whatsoever and that the only thing that does, is opening and closing doors. that's why you should always have a buffer*** at the entrance of your freezer or entrance of base if you play on ice sheets.

***buffer: having 2 doors to enter the place. separated by a small corridor. ex: to enter my freezer you need to pass through 2 doors separated by a 1x3 corridor

was saying i don't think it does, but it would be nice and it could cause i haven't really checked more so.
sorry if i wasn't clear, just thought there was a tiny possibility that insulation might be simulated too even though i was fairly sure it isn't.
#115
General Discussion / Re: Things I Wish I'd Known Sooner
September 11, 2015, 03:00:17 AM
Quote from: Darkfirephoenix on September 10, 2015, 10:54:44 PM
Quote from: Too-DAMN-Much on September 10, 2015, 08:58:41 PM
if you think that piece of farming advice is satisfying to learn, just wait until you get a hold of someone who's good at farming and has the green thumb trait.
Add some bionic arms and eyes and BAM! one harvest can feed your colony for a year.

I've got a cook that is so good that I imagine he could butcher a fly and get 100 meat out of it. (Yes I play modded and my cook has ~600% on getting resources from butchering)


h-h-hold up, BONUS product from harvesting skill? as in higher than before skill affected it?
nice, i love my colony of two job (more or less) cannibals all the much more now, cooking is also really one of the things i focus on too, i forget if my cook typically reaches the cap or not though.

farmer does though i'm almost positive, i mean the way i roll her up with cannibal, industrious and green thumb she's a machine and always super happy too.
#116
Quote from: MajorFordson on September 11, 2015, 12:05:06 AM
I'd like to see a small change to the drop pods at the start of the game. If they could somehow remain as a type of "bed" for the colonists to sleep in, warm and safe, for a few days, then I think icy survival would be possible! The power would fail in the pods after a day or two, giving the player just enough time to make a start in such a harsh landscape...

what's wrong with sleeping spaces? i mean, you want an integrated heater/life support basically right?
my advice if you can't get even one room heated decently is to first work on a community sleeping area or at the least mine out a spot to place an outdoor heater (i forget if it's worthwhile, i want to say yes, but test for yourself) and some sleeping spots under the cover of the rock ceiling left behind.

icy survival is already doable for a while imo, had a colony a few ago where i lived on literally what meals could be crafted in a single day for the next, i know i could have made it livable with a concerted effort and a few more tries but i think with the one i picked it had no trees as well naturally.
#117
Quote from: BoogieMan on September 10, 2015, 11:40:23 PM
I think the point everyone is missing that the vents were somehow making the entire area MORE cold, even though there was enough heating to heat a room at least 4x larger in my testing.

They were literally generating cold temperatures, they must be bugged - at least in certain situations.

impossible to tell, the screenshot didn't even show outside let alone giving a temperature for it. :)

i'm half tempted to wonder what happens if you replace all that mountain you're using as wall with steel walls, that would kinda make sense to me at least that a room with walls dug into the stone would lose/dissipate a bit of heat due to not being insulated as well as man-made ones.
i really doubt that's the case though.
#118
Quote from: Topper on September 11, 2015, 01:09:37 AM
Better question - why havnt driods been integrated into the core game. Seems like a no brainer that the people of rimworld would want to build their c3p0's

i think tynan just doesn't like the idea of creating a pawn out of nothing, pretty sure it's been suggested before. :)

honestly i think it would be a cool addition too.
#119
Mods / Re: [Request] Additional events
September 10, 2015, 09:15:54 PM
+1

these all sound like fun, i especially like the hostile faction idea, maybe it would be better to make it an option you could tick on or off when selecting a landing site though, could be a lot of fun for challenge plays.
#120
Mods / Re: [Question] Craft a human.
September 10, 2015, 09:10:36 PM
Quote from: Florius on September 10, 2015, 12:37:29 PM
Hmm haven't seen it, and you are just not able to craft a human, that doesn't make sense...

However there are (several?) mod(s) where you can create a robot! Not sure if it can fight, but it can sure help!
And if that doesn't work, turrets are a gift from gods, if used correctly!

dang, i was just thinking a necromancy mod for disposable minions would be fun, too ;)