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Messages - Shabazza

#106
It doesn't.
Example with diodes:

PWR Gens -> generic consumer
         -> batteries tier 1 -> diode -> more important consumer
                                      -> batteries tier 2 -> diode -> critical important consumers
                                                                   -> batteries tier 3


EDIT:
So in this case if the main power generators fail, the two tiers of batteries that come first will still feed energy to the critical grid part until they die.
And tier 3 will never supply energy back to the less important systems, keeping it's own availability up to the very end or till the problem is fixed.
You could even imagine multiple of such tiered "trees" and limit failures of more generic sections to their direct sub-sections while not sacrificing supplemental effects during normal operation.
A beautiful cascaded energy network.
#107
Mods / [Mod rerquest] Diodes for directing electircity
January 02, 2016, 12:31:36 PM
Implementing diodes has been suggested more than one time but sadly they never found their way into the game.
This is thing that lets current only flow in one direction. From higher potential to lower potential. Or to translate it to Rimworld:
A thing that lets electricity flow from a grid section with more available free power (= not stored power, but excess power) than another section.

So I'd like to have a mod that adds such a diode, either as a piece of special wire that can be build the same way (in walls ect.)
or a special dedicated diode block.

This would be awesome as we then could priorize certain power grid parts over others. For example making life support grids like heaters/coolers
the last ones to fail upon power shortage, without
having to setup completely separate grids that cannot support each other during normal operation without manual intervention.
(like charging batteries when there is a surplus of power somwhere while not discharging them in case of a shortage from lower-prio grid parts)
#108
Bugs / Re: Please fix the prioritize task
January 01, 2016, 03:24:00 PM
Quote from: Shurp on December 30, 2015, 09:01:11 PM
If you want him to finish the job, set his Construction priority to 1, then right click to force him to that activity (interrupting whatever he was doing).  Also make sure he's not scheduled to Sleep or Joy.  (Better yet, schedule him to Work just to be safe)

Thing is, we know the cause and we know the workaround.
It's just that the game becomes a bit annoying when you try to force a task without messing with the base priorities
(which you don't want in that case. Otherwise we would not need the "force..." option at all).

A solution would be to make something like "compound tasks" where it's clear. Like building/repairing power lines or walls.
So you don't have to force a pawn 25 times to fix a cable that has been damaged at multiple spots or to build a complete wall to create a room asap.
#109
Bugs / Re: Please fix the prioritize task
December 29, 2015, 03:59:02 PM
Totally ++++1.
When I order a colonist to finish a power cable, I want him to build the whole cable and not just do 1 prep step and then forget about it.

As long as the needed preferences are given (material for the most part), the colonist should work till the task is finished.
Only if the order is unfullfillable without switching to a non-related task (eg. something other than hauling), he should return to his normal
tasks.
It's still ok if he aborts the action when no more material is available via hauling.
But it would still be cool if he would resume this manually given task as soon as the preferences are again available.
(e.g. another colonist has mined some more steel which is now available for hauling)

Some extension to this:
Things that obviously are part of a joined task should be executed as a single big task.
Like building a wall with x elements or a power cable of certain length.
#110
General Discussion / Re: Introduce Yourself!
December 28, 2015, 01:27:01 PM
Hi there!

I'm 31 and I come from germany.
I was googling for planetary colonization games (old and new ones) and stumbled accross a Rimworld introduction video on youtube.
It needed some weeks to made up my mind, but somehow the game had left an impression on me.
So I eventually bought the game after watching some Let's Plays and I didn't reget it. ^^

Aside from Rimworld I also (still) play Diablo III, Space Engineers, Kerbal Space Program and a number of more and less actual single player shooters
which I not yet finished.

But currently I'm playing Rimworld for like 16/7 during my holidays.
Sad thing you sometimes need to buy food or have to clean your apartment.
What a distraction from the really important things....  ;D
#111
How strong are those heaters/coolers compared to their vanilla counterparts?
#112
Some blocks are a bit strange in power demand in A12d.

Take the heater and the lamp:
A heater in the game uses 100W to heat a room.
When compared to a lamp in the game: A normal lamp uses 150 W but does not contribute to room heat.
If it's more efficient than our todays lamps because SciFi, then a lamp should not need 150W to emit that small amount of light as it currently does.
And if its not more efficient than our todays lamps, it should have a substancial heat emission component.

I'd suggest to change both things. Lowering the power demand of lamps to 50W or so
and to give them a "heat emission" component that's somewhat realisitc.
I'd like to see both as it would need some thinking by the player how many lights he wants to place and how he can get rid
of the extra heat that may be unwanted in case of a base in an already warm environment.
#113
Are there some numbers available to compare those new items with the vanilla heater/cooler?
How is the heating/cooling power of each piece?

It's sad that even the vanilla game does not give numbers in the info menu other than the power demand.
People have to experiment and reverse-engineer it to get some usable numbers.  :(
#114
Do you get the steel back after eating the food?
Would be cool if you could reuse or at leats recycle it in a separate step at the mechanics table or so.

I think it's not perfectly balanced right now when looking at the regular meals. But definitely a cool additon with the "does not spoil" perk.
#115
Hm. I'm thinking.
It's a noce addition to the game.
But: If you hold prisoners, I guess you want something from them.
Either to recruit them or maybe to eat them or to have them free-willingly donate some unnecessary organs....  ::)
So I guess if it's the first reason, you want them to be happy to be more susceptible for recruitment talks.
(They won't listen to the warden < 35% happyness)
So good meal is something to actually help making them trust you.
If it's one of the latter cases, well, then I guess you won't wait too long and thus do not need to feed them at all.

I'm just thinking if I need this.
Or am I missing something important here? Why would you conserve prisoners for a prolonged time?
#116
Cool. I thought this would only be the trigger for a configured raid.
Thanks!
#117
General Discussion / Triggering cold snaps and heat waves
December 26, 2015, 10:54:02 AM
Is it possible to trigger cold snaps and heat waves manually with some developer function?
I'd like to test some base designs in God Mode involving those events.
#118
I'm pretty new to Rimworld and installed RedistHeat now and encountered a problem:
The vanilla coolers and the vanilla heaters are both no longer working.

I activated the mods in this order:
1 Core
2 CCL
3 CCL VanillaTweaks
4 RedistHeat
5 RTFuseBox

I read that others have the same problem with heaters.
For me its heaters and coolers.
As soon as I deactivate RedistHeat, both are working again.

EDIT2: Solved. Creating an new colony made it work. I guess replacing the existing heaters and coolers may also work.

Also: I have no Industrial Heaters in my game. Only the medium heaters are showing up in the menu.
I guess this is not normal!?
EDIT: OK, you have to research them... So only problem 1 is left.