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Messages - Shabazza

#46
Ideas / Re: Idea how rimkids would work.
April 23, 2016, 05:52:31 AM
Quote from: Tatte on April 22, 2016, 05:35:08 PM
You gotta remember though people can have more than one child, say twins, or the most was, what, octuplets?
And he could also make it have options: How fast it takes to raise, what skills they can do at a certian age, etc
Or have kids as a free add-on/dlc

Great...more childrens to keep valuable colonists busy with raising and training them.
#47
Wind turbines would give you the most bang for your buck, if they were consistent.
But you also need to store that energy for wind-less periods. Same for solars, but they are more predictable.
So you would need to factor in the average energy harvest per meaningful period of time as well as components needed for batteries too.
The geothermal wins this race, since it's a one-time investment and gives the most output 24/7 without any need to store the energy and without the risk of "Zzzzztt"s.
I always try to utilize every steam geyser I can. It will pay off for sure.
The solar also has a pretty much guaranteed power harvest. So for me it's on rank 2.
The wind turbine can output more peak power on windy days, but it's totally unpredictable how the average energy harvest will turn out each day.
Would be interesting to monitor it's average over a longer period of time in certain biomes to get a good idea of it's real worth.
Without that knowledge, I'd rather spent my components on solars than wind turbines.

The fueled generator also needs 2 components for 1000 W of power, but I seriously did not yet try to calculate it's component efficiency.
All that work you need form a colonist to get that wood is not easily calculated, I guess.
But I'd assume it has a pretty good efficiency, because it also runs 24/7 with a resonable fuel consumation.
A can run 5 of them with a 15x15 patch of cottonwood/poplar trees with just the need to replant, harvest and haul the logs every 15 days.
So it's probably worth to evaluate this generator too.
#48
Help / Re: [HELP] Recipes_Surgery.xml
April 23, 2016, 05:25:07 AM
Any results yet?
I'm too curious what those values mean.
Especially the first ones:

<surgeonSurgerySuccessChanceExponent>
<roomSurgerySuccessChanceFactorExponent>
#49
Ideas / Re: Idea how rimkids would work.
April 22, 2016, 12:15:26 PM
Quote from: Boston on April 19, 2016, 02:18:34 PM
1) Your colonists are trying to get away from the planet. Mine are perfectly happy where they are. In fact, "building the ship" is commonly viewed as a weird cop-out by many people on this forum.

I was referencing the RimWorld lore here. I for myself never ever tried to build that spacecraft to escape.
I like to build my colony to see how long I can survive in harsh environments - like most people here, I guess.  ;)
#50
Ideas / Re: Remove "wanderer joins" or revamp.
April 22, 2016, 12:09:35 PM
Agreed.
I sometimes find myself judging a wanderer that joins as 'useless' due to a lack of skills that would be valuable for the colony.
The last one was so bad, that I had to get rid of him, because I was already short on food.
So I sent him into an unused freezer, stripped him and forbade the door and decreased the temperature to -30 °C / -22 °F to let him die
without wasting bullets...
#51
Quote from: Nictis on April 20, 2016, 01:07:52 PM
Quote from: Shabazza on April 20, 2016, 12:18:37 PM
This is my usual dsign, with the medicine directly next to the hospital in a cooled state (for herbals) and the organ storage nearby.
Ignore the weapons stash. I needed the room before I had the first spare organs/limbs to store.  ;D
[picture]
Question: Does ill peoples mood actually benefit from a tv in the room? Can they use it in their beds?
That'll show 'em, stupid prisoners thinking they can just open the armory door...

I actually had to think about why the turret wasn't in the hallway instead, realized how ugly they are for colonists.
Yeah, that was actually the idea behind that thing.
I have a turret in the main corridor of my prison too, as well as some traps at the entrance, plus the prison is outside of the main complex.
I'm pretty paranoid about that new prison break system...  ::)
#52
Colonists that try to survive long enough to get away and become true survivors in a new colony on a safe planet.  ;D
#53
I'm so used to transplanting pretty much everything, that I didn't realize it's not vanilla...
Guess this thread is obolete then.
#54
This is my usual dsign, with the medicine directly next to the hospital in a cooled state (for herbals) and the organ storage nearby.
Ignore the weapons stash. I needed the room before I had the first spare organs/limbs to store.  ;D




Question: Does ill peoples mood actually benefit from a tv in the room? Can they use it in their beds?
#55
Ideas / Re: Idea how rimkids would work.
April 19, 2016, 01:48:30 PM
Those colonists try to get away from that planet. Not to build themselves a new permanent home.
So I'd say, having children would be strange in that situation.
Also, every children or adult in the colony who can't use a gun is a burden to the colony, because
they make raids harder without directly contributing to defence measures.
So another reason not to have childrens.
Also, those helpless childs that are dependent on adults weaken the colony further between raids,
because they keep colonists busy to some degree with having them satisfying their needs.
So in my eyes, childrens on the Rimworld are nothing to aim for.
And I doubt that a child would survive for years before it can hold a gun. Even most adult colonists don't grow old...
#56
Thanks for updating! Love the Fusebox.  :D
#57
Quote from: Aarkreinsil on April 17, 2016, 05:49:01 AM
All in all, you should try to get at least one sniper ASAP, crafting one if you can't find one, so you can decimate sieges and mechanite ships from a safe distance. It sucks when all you have are pistols and shotguns, and the enemy has snipers in their siege camp.
Exactly that happend to me in my current colony.
I was attacked by two scythers.
My guys only had one survival rifle and three knifes at that point and only non to mediocre body armor.
They managed to kill one scyther, but the other one incapacitated the other colonists.
Then he sniped his way through my outer defenses slowly but surely.
Luckily, at one point he had to move through some structures to get to the next batch of turrets.
So he got in range of the turrets and was killed.
My pacifist back in the base tried to rescue and treat all colonists (with a doctor level of 1), but one colonist died during his treatment and the two survivors
needed some of my stocked limbs, to get back into business.
This bad expierience was actually the reason for asking this question here...  :-\
#58
Yeah, ok. Good to know.
But I stll don't understand what's the difference between food spoiling and deteriorating.
Why isn't this the same thing?
#59
Today I say a weird thing happening.
I had harvested some strawberries from my fields, but my guy was busy with other stuff, so he could not haul it to thr freezer.
The berries lay there on the ground for 2 days or so, when the suddenly began to vanish.
I paused and checked their state.
It showed "Spoils in 4 days" or something near that, but the 'HP' or 'durability' bars of them were almost empty,
causing some of them to already disappear.

Is this a bug or intended?
I thought the stated time for them to spoil is the only thing that matters. Why do they have a durability bar then?
What does this bar mean for food?
#60
It's understandable that a colonist is unhappy to get a limb or organ amputated.
Or even if he knows of a prisoner that got his organs harvested.
But I think there should be a more distinct buff/debuff system when it comes to transplanting damaged organs/limbs.

Example:
A colonists was wounded in a raid and lost his hand or let's say 3 fingers, impairing his working ability.
Normally you would now have to first remove his arm, which causes a "bad thought" on him.
Then you need to attach a new arm, which does not give any thought.
So even if you did a good thing on that poor dude, he and the whole colony will get a debuff that even can stack.

It would be better, if a colonist would get a mood buff from getting a new arm attached, than he got from the removal of the damaged arm.
So he would not be in a bad mood for a longer period of time, but only until he got his replacement.
Same for the other colonists that are witnessing this.
"My organs harvested! -15"
"I got a new arm! +15".

This way, ruthless harvesting organd/limbs would still cause a debuff on the colonits mood,
but medically necessary replacement of body parts would not yield a sustained debuff.

Alternatively, we could have an option added that says "replace [body part]" instead of "remove [body part]",
so eneryone witnesing the operations already knows from the start, that this is not a bad thing.