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Messages - hwfanatic

#211
General Discussion / Re: Walls and insulation
May 30, 2016, 03:59:57 PM
Using dev mode is surprisingly easy. Just enable it in options and toggle god mode on. EDIT: Be careful not to grow fond of it.

Not sure why you would need convincing, but OK, I will bite. Partly because I have never done the testing myself and believed other people (rightfully so).

Basis: http://i.imgur.com/t0kxsv7.png
Material: http://i.imgur.com/lo5GKaa.png

All coolers are set to 0 C.

Double walls matter as long as you are pumping heat in either direction. Wall material is irrelevant.
Each door reduces isolation a bit, but its position doesn't matter. Door material is also irrelevant.
#212
General Discussion / Re: Walls and insulation
May 30, 2016, 08:44:43 AM
The thing with double walls that I have noticed is that you need to completely enclose the room like that or it won't work. Leaving even one tile with a single wall will be practically the same as the whole wall being single. The only exception being the door for obvious reasons. Material does not matter, so you can use cheap materials on one of the sides.

The other thing I have noticed is that airlocks help immensely in preventing leakage. A simple 1x5 corridor, with double walls and auto doors on each side, works well for me in extreme biomes.

And last observation is that keeping the base cool is a much heavier task than keeping it warm. For various reasons really. For starters, it is cheaper to build and uses less electricity. Next, if there is a geyser near your base, you can use it to further decrease these costs, and they also help mitigate solar flares and short-circuit events. And last, but not least, you can dump the heat out of your fridge and into an outer hallway (as people have already mentioned) effectively creating a buffer, further decreasing energy and material use. You can't do this in the desert, or sometimes not even in the summer in temperate biomes.

So, an example would be (and my current base uses this layout, only without the air locks):

    ww_ww   
    ww ww   
    ww ww    airlock
    ww ww   
wwwwww_wwwwww
wwwwww wwwwww
             
             buffer
             
wwwww↑↑↑wwwww
wwwwwcccwwwww
     ↑↑↑     fridge, rooms
#213
Bugs / Re: [A13] Pathfinding and equipment racks
May 30, 2016, 12:28:03 AM
They also seem to ignore cleared snow: http://i.imgur.com/JIZm6FJ.png
Am I supposed to clear where they walk, or are they supposed to walk where it is clear? https://imgflip.com/memegenerator/Futurama-Fry
#214
Ideas / Re: Your Cheapest Ideas
May 29, 2016, 04:29:06 PM
- Context-sensitive deconstruct e.g. deconstruct only conduits if power tab selected, etc.
#215
Ideas / Re: Your Cheapest Ideas
May 29, 2016, 05:33:16 AM
- If a prisoner has much better social skill than the warden, he/she should have a small chance to recruit the warden instead and attempt to break out with his help.

- If a pawn's health reaches a certain threshold, then he/she gets rescued and starts healing successfully, he/she should get a temporary mood boost called "Lucky to be alive"
#216
To be honest, the early game is the best part. When you still know your pawns by name and keep track of what they do. When you have to make the tough decisions on what is the most important thing needed to be done. When you have to micro each fight to survive. Not to mention the planning phase before you even unpause the game! The list goes on.

Later on it becomes more of a project manager type of game, which is OK, but not as interesting. You get detached from your pawns and their stories.
#217
Bugs / Re: [A13] Pathfinding and equipment racks
May 28, 2016, 09:39:20 AM
I think it may be a more general problem. Look at these guys intentionally avoiding a concrete pathway I have setup for them: http://i.imgur.com/XQW4aZv.png
Both drafted (Gallagher) and undrafted (Earl).

EDIT: This other screenshot may be an even better example, because of the unfinished section: http://i.imgur.com/odRxAwN.png

EDIT 2: At first glance, doesn't seem to affect paved tiles: http://i.imgur.com/G1M6eOU.png
#218
General Discussion / Re: The story of Mushinto
May 28, 2016, 02:37:30 AM
Mushinto is a traitor. :-)

Joke aside, I have found that shooting skill is not the major factor in deciding shooting accuracy. Pawn's traits and health conditions have a much greater effect (example 1, 2). Even a scratch on the arm or the eye will reduce accuracy considerably. The next major factor is the light level. Being in the dark during defense, and making sure the enemy is in the light, is like my top priority for all my colonies these days - it makes so much difference. The next major factor is the weather, and so on... Here is an example (not to be taken too literally, example 3). I make sure to have some "cover" boulders in the garden for assailants to cling onto. Hope this will give you some ideas for your next adventure.

Example 1: http://i.imgur.com/SNETntB.png
Example 2: http://i.imgur.com/lwrySYd.png
Toni is a much better shooter, but she has a burn scar on her left eye.
Example 3: http://i.imgur.com/zpFs6Lj.png
Defenders are in darkness, while the rest of the yard varies between 100% at day and 50-60% at night.

EDIT: Toni is a she. :-)
#219
Wow! Thanks for all your efforts. How does the maintenance thing work? Does it add a new job or something along the lines? Who performs the maintenance and how often?
#220
The same.
#222
Yes. When I load the game, solar panels are producing power. The wind values I have just rounded up, so they match.
#223
I'm not sure we are looking at the same save file...

Here is the breakdown (at the moment of save):

Production: 16.5 kW
7.2 kW geothermal (2x 3.6 kW)
5.1 kW solar (3x 1.7 kW)
4.2 kW wind (2x 1.5 kW + 1.2 kW)

Excess: 7.8 kW

Consumption: ~8.7 kW
Some 19x lamps, 6x turrets, 7x coolers, benches, beacon, crematorium, etc. They add up pretty quickly.

Stored: 3 kWd

I did the calc with CCL Vanilla Tweaks initially enabled (10 kW excess using that model) but then I redone the calc without it and it still looks OK on my system. Maybe you are misinterpreting the numbers as "Consumption/Stored" instead of "Excess/Stored"?
#225
Loaded up your save file and there is 10 kW in excess production. You are currently using some 7-ish kW, and you have 3 kWd stored. What exactly is the problem?