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Messages - Shabazza

#76
I started a small map yesterday with a fresh A13, because I was on my weak laptop and didn't want to use a larger map due to performance reasons.
And with such small maps, resource problems like no gold, no components, no plasteel, or even not enough normal steel are even worse than on large maps.
Especially when you have a combination like "desert & small map", you are basicly screwed from the beginning, because there are not nearly enough rock formations
to mine anything.
#77
You could build a shaft that can be secured with a couple of doors in case of a raid.
Or you can try to make a larger empty room for the "warm" area of the cooler.
This room will get hot, because it's enclosed. But the cooler will work.
How good it will work, depends on the size of the exhaust room. I actually never tried this myself with an enclosed room at the warm part... but it's worth a try.
With the new "deep room" mechanic, this should work even better than before, as the exhaust room will receive this new cooling bonus deep in the mountain.
#78
I had a bad expierience with freezer temperatures when I was new to the game.
My thoughts were: "Make it as cool as possible to have more reserves in case of a solar flare".
So I cooled down the freezer room to -60 °C / -76 °F or so.
It was a desert biome.
Problem was: My first colonist walking into it with his T-Shirt died from hypothermia before being able to get out of the freezer...  ::)

So I now aim for about -10 °C / 14 °F, even if it means my food may begin to spoil during prolonged power outages.
#79
Quote from: w00d on February 03, 2016, 10:32:56 PM
been using this mod and found that industrial heater and cooler is less effective than say 2 medium coolers , heating say a 10by10 room, a single medium cools faster , capable of handling a heat wave etc and uses far less space and resources. Otoh, building a large industrial cooler struggles to keep the room cool. I am unclear what i am doing wrong.
I already pointed this out https://ludeon.com/forums/index.php?topic=11056.msg187084#msg187084.
The current balancing of those heaters/coolers makes them completely unviable against their vanilla counterparts.
What I did for myself was to rebalance their steel cost and power consumption in a way so the bigger heaters/coolers are relatively more expensive, but also more efficient, so you are actually having a reason to exchange vanilla machines eventually with the bigger ones from this mod.
I hope Latta will rebalance them soon.
In unaltered state, there is really no point in using those heaters/coolers with the exception of the duct cooler.
But this one is inbalanced in the other direction. It's way too power conserving for what it does.
#80
It's not so much that I want to mess with those internal priorities.
It's more about understanding them.
But maybe it'll actually help to play with your mod to fiddle with this experimentally.

But I still would like to see a job list in this game to be able to know what my guys are "thinking" when they do stuff in a seemingly weird order
and where my commands get placed in this queue ect...
#81
Outdated / Re: [A12] Chop - Cut only ready trees
January 11, 2016, 05:05:17 AM
Ha?
The "Chop tree" tool actually does only designate fully grown trees.
Only the "Remove plant" tool does remove inmature trees as well.
At least that's what I expierience...
I'm confused.
#82
I also figured out what you explained. It's clear to me how priorities work.
But some things are still weird.
For example, they always priorze removing something over building something.
If I ordered a complete building to be beuilt and then order a door to be removed, they will always remove that door almost immediately.
This makes actually sense, because this way you get back material to build that new stuff.
But it's still some deviation from the normal behavior you would expect. (to make things of the same priority level in commanded order for example).
Another example: I often see colonists building e.g. a geothermal generator that's pretty remote on the map instead of building that 4-tiles long wall at my base
that was ordered earlier, even if there is enough material for both.
Those are the weird things I don't understand.
#83
Is it possible to show the current task list of a colonist via some developer function?
I'm really curious how those guys do actuall order tasks like for example when they build stuff.
I often don't understand why things I ordered earlier than others get completed later and why some things get priorized albeit
being ordered while earlier build tasks are still open.
Especially when there is no shortage of material, colonists still fulfill those tasks in a seemingly random order.
And it bugs me somehow to not understand this somewhat erratic behavior.
#84
BUG:
Duct coolers do not react to switching their power off or switching their airflow off.
They run continuously.
Haven't tested other heaters/coolers yet.
#85
Help / Re: What is <workAmount> in a recipe exactly?
January 09, 2016, 11:38:47 AM
Thanks!
#86
Help / What is <workAmount> in a recipe exactly?
January 09, 2016, 10:35:28 AM
Like the title says.
Is this equivalent to energy or is it a time value or what?
What does <workAmount>1600</workAmount> translate to in the game?

Example:
Crafting a metal slag piece into steel witht he electical smelter needs 1600 "work".
#87
It's a game. A single player game.
There are certain things I highly dislike even in a game. Like canibalism.
But I don't set real-world morale over fun in a sanboxy computer game. And I don't like beeing patronized by game developers.
If Tynan doesn't want us to take organs of prisoners or colonists, he could have left this feature out of the game entirely.
He did not, but applied a debuff to show the player that he (yes: he) disregards this action because it's immoral by real world standards.
Heck, I would be fine if a colonist (or raider) could free-willingly donate his organs upon death, based on a trait or something.
But currently you have no other chance than to take those organs by force while those guys are still alive and not willingly donating their left lung.
THATs the real issue here, because that's really sick.
So this game mechanic is flawed and to make things worse, we get punished hard for using this flawed game mechanic.
That's why I searched for a way to soften this punishment. Because I don't feel guilty here.
#88
Quote from: StorymasterQ on January 03, 2016, 08:08:51 PM
Can we make doormats out of corpses?

I love making acceptable-in-Rimworld-only quotes.

Well, you risk your colonists stumbling over those bodies, falling on the hard floor and getting injured beyond repair.
So I guess doormats without human bodies wrapped into them do actually make quite some sense.  :P
#89
Stories / Sudden death
January 07, 2016, 07:07:37 AM
It was my second super-cold colonies.
I had 4 colonists (Ben, Pat, Karina and Holiday) and a prisoner and had great problems with growing food.
I had enough energy to keep my colony a couple of degrees over 0 °C most of the time, but not enough to keep it > 10 °C all the time to get my rice growing fast.
So my people were starving and therefore were all in a bad mood.
First, my prisoner died from an untreated infected wound, because I had already run out of medicine before.
I managed to get the rice to almost mature in some hydroponics basins. So I thought I'd be able to get my people through just in time.
Then the real trouble started:
Before my next chunk of rice was nearly mature, Ben had a mental breakdown and went bersek.
First he bruised Pat with a knife in his room while he was sleeping. Pat was already in a bad condition. So he directly died from the attack.
Then Ben attacked Holiday who was not quick enough to escape through the back door.
He was lying there with lethal injuries while Ben was searching for Karina.
Karina was outside (-68 °C) at that time and I diddn't know what to do.
She could not survive long outside with her current clothes, but inside, Ben was raging.
He catched up to her and punched her unconscious eventually, leaving her lying on the ground for dying in the cold.
Ben himself suffered from an untreated infection.
Before he recovered from his mental breakdown, he died from his infection.
Shortly after, the unconscious Holiday died from bleeding out and eventually I had to watch Karina also die outside in the cold.
Everyone was dead.


- The End -

Boy, was I shocked after this, because it happend so quickly.
I was sure I would manage to get my people fed in time.
My next colony was in a mild temperature environment to regain some trust in myself.

BTW: "Adams" on the picture is a pawn which spawned after I hit the "Continue play" button.
I just didn't want to believe this colony was doomed. So I wanted to play on. But I eventually quit because I had really bad feelings with this colony.
#90
Well, as long as you don't want to trade with organs, you don't need to harvest every raider that gets inprisoned.
A complete set or two in stock with parts would be ok.
But still, when you are actually taking those parts, you can't really do it in one sweep. You have to span it over weeks
to go easy on your people - which is bad if you are as impatient as I am. XD.

Yesterday one of my guys fought a fire at one of my remote geothermals during a (dry) thunderstorm.
He was the first to arrive because he was around at that time.
At first I forgot to remove the roof, so he got a heatstroke when trying to keep the flames away from my generator.
After he recovered his senses, he tried to put out the spreading fire while his colleagues were on their way to help out.
He eventually catched fire and run around in pain until loosing consciousness. When I finally rescued him, he had burnings at pretty much every body part.
So in such cases you are glad to have a way to get him back on his feet.
And I find the game should allow this without punishing the protagonists (and therefore the player) too hard.