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Messages - Shabazza

#91
Oh, I actually use a mod that extends this somewhat basic vanilla organ/prosthetic system, because I want to be able to fix my colonists.
If someone has a missing foot or hand or eye, I like to implant him some crappy self made protheses
or give him a "donated" organ to be in top form when needed.
But this debuff is so heavy, that I have to rest for a week for further surgeries after I removed about 2 or 3 organs/limbs,
or my people will go mad.

In my eyes, organs would not need to be so valuable in the game.
I don't need to make money with it. But I like the ability to keep my people fit.
Even a crappy wooden leg or steel arm makes a huge difference against "no leg". So yeah.  ::)

Thanks for the tip with the game files.
Will see if I change this. Although I hoped for a less cheaty way.
#92
Hm. OK.
I guess it doesn't help that it's for the "greater good", ha? XD
I'd like to have a positive buff after implanting a limb or organ successfully...

So in this case I'll have to feed my "donators" a bit longer to not annoy my colonists too much at a time.
#93
Is it possible to prevent taht global debuff after a doctor took some organs from a prisoner for example?
It's a pretty heavy debuff.
So it would be cool if it could be limited to the doctor maybe or somehow softened.
#94
Is there a way to actually make money by selling prosthetics?
From what I saw, the costs for manufacturing even "Simple prostheses" are pretty high with all those plasteel.
And it gets even worse when Vancidium comes into play.
So currently I only manufacture them when I have no "spare parts" available that were harvested from prisoners to keep my colonists at max. efficiency.
Or if I want to enhace my colonists with high quality bionic parts. But I usually don't find nealy as many plasteel to really make use of higher quality protheses.

Any tips on this?

BTW: I love this mod!
I'd like to have less working tables, because they need vast amounts of power, even when idle.
Perharps they should have a reduced idle power like the vanilla electrical smelter for example.
But the number of recipies is fine.
#95
I've built a nano AI assembler and I have enough silver and steel in stock.
The stock is set to "Preferred" and not to "critical".
But my LVL 10 crafter is not filling the station with resources.
He has crafting set to prio 1.

What am I doing wrong?

EDIT: Nevermind. It worked after adding uranium to the stock. But don't know why...
#96
Ha? It's for version 12C. Seems not too old...
And the author is still active in this board.

But nevermind.
I took the source and managed to adjust it to my liking and fixed it for Alpha 12d.
I'd still like to be able to set those values by xml. But it will do for now...
#97
@mipen:
Could you shift the consumption rate of coal for the coal plant over to the def file?
I'd like to balance this for my personal needs.
But unfortunately, the power output is hardcoded in your .dll.

Also a small bug:
In the "MD2_Minables.xml", there is a copy-paste error. The description for the "MD2MineableCoal" def has the original steel ore description in it.
#98
After testing this out in detail, I have gathered some suggestions for balancing the machines to work well with the vanilla parts.
I tested each part in hot or cold environment with a 50 m² room and compared their effectivity and efficiency with those of the vanilla cooler/heater.
I didn't look at the energy output values in the .xmls. I did a practical test as there are too much influencial things in the game to get a realistic impression by just looking at the raw numbers.
If someone can not confirm my expierience, feel free to comment on this.

Here 2 pictures of my test setups in a very cold and a very hot world:
http://imgur.com/a/2lCmK

Industrial Cooler: This one is only about 40% stronger than a vanilla cooler while needing 5 times the power with 1 exh. port.
And with each added exhaust port, it's efficiency gets lower and lower.
This cooler should be 2x stronger than now with 1 exhaust port to reach the same region than vanilla coolers and adding exhaust ports should either need less extra power or they should have a stronger effect to reach a sweet spot where they outperform vanilla coolers.
And this should also consider the necessara space. It needs 25% more space in the base configuration (1 exh. port) than an equally strong "2 vanilla cooler"-setup
and still needs 25% more power then.
So this one is really underpowered right now. It should have a little higher efficiency than vanilla coolers eventually, to become interesting.
There's no reason to use it atm. Give it some love, please.

Duct Outlet: Way too slow in transporting air. A smart durct is faster several times and also, well...smart. So currently Duct Outlets are not worth it at all.
I think they should have the same transport rate than smart ducts.

Active Vent: Don't know. But this one showed no difference in equilization speed whatsoever compared to it's energy-less normal vent counterpart.
The difference should be much more noticable to be actually woth it.

Industrial Heater: I measured about 280% more strength than the vanilla heater.
In a real setup, 3-4 vanilla heaters have basicly the same heating capacity but for max. 400W instead of 500W.
So I'd reduce it's power demand to 350W or even 300W to get in the same efficiency area than the vanilla heater.
Currently, this heater is not interresting because it's one large block and still only 60% as efficient as vanilla heaters.

Hope this will help balancing this awesome mod further. ;)
#99
Ideas / Re: Nuclear power
January 04, 2016, 05:38:21 AM
Well, I guess most players do not care too much about leaving the planet. ^^
They just want to see how long they can last against those Raiders.
But actually, yes, it has a purpose or a goal. XD
#100
That explains my own problems with this...
Very informative! Thank you.
#101
Ideas / Re: Nuclear power
January 03, 2016, 03:51:29 PM
Hm. When thinking of the purpose of the game (get a ship asap to leave the planet),
I doubt that such a complex thing like a nuclear reactor will suit the game.
Maybe something like a low-power-continuous-output RTG will fit better.

And I don't like the idea of requiring a lvl 20 builder.
I never got a lvl 20 builder trained. Only rolled.
#102
Why don't you just edit those names to your liking?
You can change them even when they seem to be greyed out.
#103
Ideas / Re: New event: earthquake
January 03, 2016, 03:18:49 PM
Seems like a game- or fun-killer if not balanced correctly, because it's so global.
Up to now you can have a plan for every event to prevent it or making it unlikely to happen or reducing or redirecting it's effects, so it get's manageable.
With an earthquake, you basicly have no chance to plan or react.
An unlucky moment and all of your colonists can be wiped out in one ocurrance.
Don't know if this can work from a game-perspective.
I also hated earthquakes in SimCity back then...
#104
General Discussion / Re: designating animal areas
January 03, 2016, 03:12:33 PM
Click the "Architect -> Zones" button and there the "Extend allowed area" button.
There you can select an existing one (by default there is an "Animal zone 1" or similar (don't know how it's called exactly in the english UI)),
or you can create a new one there by clicking "Manage areas..." and drag it like any area.
Then you can set the animals allowed areas in the "Animals" tab to that area.
#105
Without a diode, it doesn't matter where I build my batteries. They are hooked up to the whole net
and will be used by every consumer in the net. That's not what I want.
I want to charge / supply critical components by a part or the whole net while not carrying the burden of the whole net in case the power supply
is disrupted partially.

I guess we can do this even differently, without a diode:
Having a "Priority" (high, medium, low) for each block that consumes power, we could define which of them should be kept alive in case of power shortage and which to deactivate to save the remaining power to the more important parts.
It's a similar approach, but setup at each consumer individually instead of dividing the net.
This would probably be much easier to setup, because you then don't need to build a specific net topology.
Now that I meditated over it, this second approach seems even more appealing than the one with the diode...
And is probably also easier to implement.