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Messages - zlongshark

#16
Ideas / Re: Nuclear power
December 08, 2015, 02:20:59 AM
Quote from: Z0MBIE2 on December 07, 2015, 10:07:24 PM
Quote from: zlongshark on December 07, 2015, 08:36:45 PM
Sonic

What does that have to do with the thread?

Someone mentioned they haven't managed to get a colonist to level 20 and I'm just backing up my claim to have an level 20 skill.
#17
Stories / Re: Your Best Screenshots
December 07, 2015, 08:49:20 PM
Sparks colony

[attachment deleted due to age]
#18
Ideas / Re: Nuclear power
December 07, 2015, 08:36:45 PM
Sonic

[attachment deleted due to age]
#19
Ideas / Re: Nuclear power
December 07, 2015, 08:27:06 PM
Quote from: Z0MBIE2 on December 07, 2015, 06:33:07 PM
People mention uranium a lot... I'm pretty sure the uranium that your colonists can safely handle aren't the same type of uranium that would be used in a nuclear reactor?

All uranium is harmful when handling but, most nuclear reactors use pellets of uranium oxide (UO2).
#20
Ideas / Re: Nuclear power
December 07, 2015, 08:24:08 PM
Quote from: JimmyAgnt007 on December 07, 2015, 04:19:43 PM
I see radiation as something akin to the poison ship event in that it keeps expanding until its dealt with.  So you have time to fix it before the reactor goes critical.  When it does then yes, it would irradiate the entire map or at least part of it.  More so for mountain bases than ones in the open.  Venting into the air would help.  Hazmat suits would make good gear for this as well as toxic fallouts.

I dont think there should be a construction level requirement since ive never naturally gotten someone to rank 20 in any skill ever.

Hazmat suits sounds like a great idea. I just think that since it will generate so much power it should be difficult to obtain. also i have several level 20 colonist skills. Construction and artistic are the easiest to level up.
#21
Ideas / Re: more intuitive hydroponics and growth.
December 07, 2015, 08:39:13 AM
Quote from: toric on December 07, 2015, 04:32:31 AM
ill admit, i has never played ice sheets before, but aren't they supposed to be really hard? can you not get by with hunting until you rush hydroponics? (as in before geothermal power?)

Yeah ice sheet is very difficult, it took me a couple of start before i got it right. the first thing i do i build a steel room around a geothermal point and start an fire in indoors. sometimes you are lucky enough to get a bit of soil around your exhaust point which you can grow crops from.

Also if you get your hands on alpacas helps a lot because you can use their wool to make warm clothes.
#22
General Discussion / Re: Y'all gotta see this
December 07, 2015, 08:32:39 AM
Fair enough, i prefer to build into a mountain
#23
Quote from: TheDirge on December 07, 2015, 03:22:40 AM
http://i.imgur.com/Pp5x60Z.jpg

Bought some huskies from a trader..one of them was named like that when i got him..

Im afraid he might blow up

Ahahahah it must be related to my husky which was named ISIS lol
#24
Ideas / Re: Nuclear power
December 07, 2015, 08:30:09 AM
Quote from: Regret on December 07, 2015, 08:05:36 AM
Heh, interesting.
Core malfunction would be such a horrible event, it should only happen with damaged power plants.

Yeah just imagine half your map in nuclear fallout. I really hope Tynan adds this in.
#25
I've got 5 thrumbo's which are basically the mewtwos of rimworld
#26
General Discussion / Re: Y'all gotta see this
December 07, 2015, 01:17:48 AM
I don't think this map is very ideal. you can get attacks from almost every direction.
#27
General Discussion / Re: How's the Animal army going?
December 07, 2015, 01:15:52 AM
I've currently got 5 thrumbo's which make an awesome inhome defense system
#28
Ideas / Re: Power Conduit
December 07, 2015, 01:12:19 AM
Not a bad idea, i've come across this problem a couple of times.

Would be useful for many situations E.g Turing on defense systems
#29
Ideas / Re: more intuitive hydroponics and growth.
December 06, 2015, 08:34:45 PM
I'm currently growing hydroponics at home and i agree with all of your suggestions. I've made some of these suggestions before about aquaponics and also a larger range of plants to grow in the system.

Quote from: DoctorNick on December 06, 2015, 05:15:51 PM
As someone who's dabbled with hydroponics a little bit in real life there's a couple ways I'd modify them for the game.

When broken down to its most basic level a hydroponics system consists of a soilless media for the plants to grow in, a tank of nutrient solution to feed the plants, a pump to on a timed basis deliver the solution to the plant roots, and some fiddly bits like ph sensors.

That doesn't require that much power to run, assuming you're using the sun as your light source.

So the changes I'd make are these:


  • It's been suggested before, but there really, REALLY should be a way to build walled in but roofed areas that have transparent roofs for greenhouses.
  • Solar flares or other losses of power shouldn't instantly kill the plants, there should be a leeway of a few days before everything dies.
  • Hydroponics should use considerably less power than they do now.
  • As an upgrade that you need to research and that would increase the cost of the hydroponic basin they should have a self-lighting version which requires a lot more power.
  • Another part of the self-lighting idea could be a research upgrade to switch from fluorescent lighting to more efficient LED lights giving less power consumption for the basin requiring again a bit more resources to manufacture.
  • Finally as an add-on there could be aquaculture fish tanks, I mention them here because they could either be used standalone or if placed next to a basin will change the setup from hydroponics to aquaponics (Lets say a fish tank is a 2X2 structure, and it can connect to four basins, just to BS some numbers out of my butthole).

Ok, so about game balance because I know Tynan doesn't want hydroponics to become magic no effort food factories.  The biggest thing for that would probably be to make it so the basins each require a bit of daily labor to keep running.  So each day or so a colonist with the growing skill would have to come by and check on them.  This is reasonable both in game for balance and holds true to real life as well because hydroponics do actually need to be kept track of pretty closely to make sure things like the PH is still where it should be, the balance of nutrients in the water is correct, check for pests, so on so forth.  Colonists with low growing skill would take longer of course, and very low skilled colonists (say 5 growing or less) will have a very rare chance of going "Oops, I killed the plants by mistake."

With the aquaculture fish tank the fish obviously need to be fed, the benefit you get from raising them is they give another food source for lavish meals.  Obviously they should eat more food than fish you get out of the system, but as fish are actually really efficient animals I'd argue it shouldn't be more than something like 1.5:1 or 2:1.  Also before anyone says it, YES I know that eggs can already be used for lavish meals but A) more variety can't hurt and B) right now things like your dogs can eat freaking hay (!!!) and I'm presuming that this is something that's going to change eventually so having an alternative* meat source is a Good Thing.  As a further bit of game balance the fish tank should also require a bit of daily fiddling from a colonist to keep it going.

When putting a fish tank next to hydroponics to create an aquaponic system the benefits should be that the fish add nutrients to the water for the plants and the plants clean the water for the fish, so both would have a slightly reduced daily required labor.

*As a final footnote, I'd also argue that colonists should eventually get bored of eating the same thing every single day eventually getting a debuff for the tenth day in a row of eating 'Simple meal, ingredients: potatoes'.  This would encourage growing multiple crops and hunting/raising different kinds of animals to keep variety up.
#30
Ideas / Nuclear power
December 06, 2015, 08:23:56 PM
Greetings Rimworlders,

I'm unsure if this has been suggested but nuclear power would be a great idea IMO

-Would make for an awesome event if the core malfunctioned and you had to remove all your colony to the other side of the map. I guess its just the risk that comes with nuclear power.
-It should require level 20 construction and be unlocked via research.
-The game already has ship reactor cores and uranium.

Let me know what you think ;)