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Messages - carbon

#136
Just one of those weird edge cases I was wondering about...

Say a pawn has a 50% bleed rate wound in their torso.
Does the pawn bleed out sooner if they are missing limbs (or have artificial ones) compared to a pawn with all of their blood-filled bits still attached?

Realistically, you would expect they would, but I've never specifically noticed if it's the case in-game.
#137
RimWorld would be great if it had cutscenes. Unskippable cutscenes.

So we can truly appreciate them, in place of finished items being dropped or taken directly to a suitable stockpile, they should create a glowing icon above the workbench. Clicking the icon plays a 5 - 10 second "unboxing" animation, revealing the finished item (with ample god rays of course). No further items can be produced at the bench until the icon is clicked. Applies to everything from grand sculptures down to simple meals.

All teenage pawns have a 5% chance of being vampires. Vampires sparkle slightly when in 100% light conditions.
#138
Quote from: Zhentar on January 13, 2017, 10:59:38 PM
...
that low quality armor lasts much longer in battle because it absorbs much less damage.

I've seen others complain about it as well. Especially a problem for things like devilstrand and hyperweave since they are so time / resource consuming to produce, but only last through 1 or 2 tough raids.

It might be better for future versions the game to replace the slower degradation counter on high quality clothes with a higher hitpoint total. The effective degradation times would remain the same, but the higher quality items would also be able to take some more hits before becoming trash.
#139
General Discussion / Re: A16 interesting tips
January 14, 2017, 06:31:01 AM
I never got around to testing it, can you deconstruct a pod launcher after the pod is built and still load things into the pod? That would save quite a bit on space.
#140
General Discussion / Re: Caravan incidents
January 13, 2017, 05:50:27 PM
Quote from: Ukas on January 13, 2017, 05:23:56 PM
... require so much food - like 12 000 pemmican for 25 or so days for seven guys...

That's 3.5 nutrition per person-day, which is probably ~2x what they eat at colonies I believe.
Any chance you meant 25 days there and 25 days back?

Otherwise, it might need looking into, assuming you don't have a bunch of stomach parasites or the like.
#141
Off-Topic / Re: magnetically driven engines
January 12, 2017, 06:50:36 PM
To get back to the original topic, the ultimate problem is that moving something in a field (of any type) from point A, to point B, and then back to point A will always be energetically neutral regardless of the path traveled.

Similarly, altering a field around an object from state C, to state D and then back to state C, will also be energetically neutral.

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So if you have a wheel that gains energy (KE + PE somehow increases) as you move 180° clockwise (A to B), moving another 180° either clockwise -or- counterclockwise (B to A) will require it to lose the same amount of energy it gained (assuming no friction). Regardless of how much it initially gains, the subsequent loss will be equal.

You can try to get fancier: move an external magnet (in essence a field) around your wheel (C to D), but you ultimately have to move it back to the starting point (D to C) to create any sort of cyclic "engine" and the two steps will always give/take equal and opposite amounts of energy.

Even if you put it together: alter the field so it moves the wheel (AC to BD); where do you go from there? There's ultimately only one place, that's back to start (BD to AC). Back to the energy you had originally. Nothing really generated or expended on the whole (best case scenario).

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Going any deeper into the discussion generally requires an examination of the underlying math, which is really better handled by an introductory physics textbook than anything that could be provided here.
#142
General Discussion / Re: Colonists de-drafting?
January 12, 2017, 05:38:33 PM
Pawns wandering off during raid-type events is an excellent reason to create a safe zone inside your base and assign everyone to it when said events begin.
#143
General Discussion / Re: Mortars: Useful or not?
January 12, 2017, 05:22:56 PM
I haven't used them in a last alpha or two, so I'm not if it's still accurate (hence I didn't vote), but they previously made a decent way to slow enemy siegers, by hitting their mortars with EMPs to stop the loading counter. That was modestly effective, but I'm not sure it is worth the steel to keep it up for more than a few hours.

I don't know if it can still happen or if it really got patched out, but the ability to force individual enemy pawns to retreat by hitting them with EMPs was a nifty feature (or bug?) I remember from several alphas back. If it can't, they probably wouldn't be of much defensive use in the vast majority of cases.
#144
I intended the "slow-and-steady" idea as a rare late-game enemy offensive when bigger and bigger raids get rather dull.

I wasn't trying to make killboxing obsolete, it is simply that the "slow-and-steady" raid idea would be useless against a killbox, since there's effectively no chance of it being overwhelmed and the colonists could spend the entire time having tea and chocolate. Making it not useless would require some countermeasure or other. I gave 3 possible options. The alternative (i.e. no countermeasure) essentially pushes the players -toward- making killboxes since they are so effective against this raid type.

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Also, if you really need more RP-ability, lower difficulty settings always allow for that. No hardened defenses needed.

I get by fine on turretless Randy Intense with 20 - 30% pacifists who can do repair and healing work during combat. I'm sure going to higher percentages is fully viable at lower difficulties.
#145
One of the things that can be difficult about a raid, beyond its size, is its duration. Pawns inevitably need to take breaks to eat, sleep, heal and regain joy. If the raid never lets up, you're going to start to really struggle unless you're able to properly pull some people out of the fighting to recuperate in shifts.

So instead of sending in one large raid, the game could send several smaller raids that enter as soon as the preceding one starts to retreat. Repeat that for a couple days straight, and you've potentially have a real problem on your hands.

One limitation though is that it assumes one simply can't have a unmanned killbox dispatch all of the waves. That probably necessitates that (1) there's a siege camp providing constant needling of the player throughout, (2) a significant percentage of the mini-raids use the sapper AI to avoid killboxes or (3) unmanned killboxes are rendered useless by a simultaneous, prolonged solar flare.
#146
General Discussion / Re: Solar vs wind power
January 12, 2017, 07:34:05 AM
For the main power grid, using both equally has always seemed the optimal way to go for me. 4 solar and 4 wind turbines in an overlapped 24 x 11 area along with 2 batteries is typically plenty stable for the mid-to-late game (8 - 10 colonists) after which a geothermal gets hooked in and I have electricity to spare.

Note, I always separate off the grow lights to their own solar-only grid with an approximately 1 : 1.25 light to solar ratio (rounding up) and a battery. That's entirely for automated timing purposes, not because solar is inherently better overall.
#147
If you're asking whether the mod was made vanilla as of A16, the answer is no.
#148
For so many reasons and purposes this would be a great feature to have. The game seems kind of broken without it.

Forgot one crucial item for your launch group? ----> Start all over from the beginning.
#149
Ideas / Re: Colorblind Problem with World Map
December 20, 2016, 03:53:06 PM
Quote from: Listen1 on December 20, 2016, 02:50:57 PM
The colors for the "houses/colonies" are Blue, Light blue, and something like purple.

Would it be possible to change the symbol for the colony or make it bigger and in a different color?

Even if you're not colorblind, differentiation of the player home by more than just the shade of blue would be useful.

Right now all of the factions and their bases feel nearly identical. Anything to make them stand out more would be a plus.

I find myself having to look up whether it's the light-greenish-yellow-tribe or the light-yellowish-green-tribe that I'm currently at war with way too often.
#150
General Discussion / Re: Alpha 16! Discuss.
December 20, 2016, 03:08:07 PM
Currently trying to build a drop pod-based bombing / attack system.

Option 1a) Splinter bomb - Fill drop pod with 375 (wooden) shivs, light resulting coverage area on fire (via incendiary mortar?).
Watch it all burn.
I tried an initial test run of this, ran into problems simply putting it together (you need nearly 400 open tiles of storage for one pod). Using wood also reduces the health to 40, which means it doesn't burn for very long. Not a problem if you just want to propagate fire (e.g. burn down a base), but less likely to result in enemy burn casualties.

Option 1b) Hatfall - Same concept as splinter bomb, only bigger. Using Tuque instead of shivs means one can stuff over 2,000 items into one pod. You just need a staging area big enough to house all of those hats and 50,000+ crafting material, but boy would that be cool. Upside is that tuque has more health than shivs so it will burn longer too.

Option 2) Boombomb - Tame some boomrats / boomalopes, drop pod them right on top of the enemy. *POP* *POP* *POP* Everyone's dead.
Downside is you have to stockpile several dangerous animals for when the right moment strikes.

Option 3) Cruise missile - Fill a drop pod with mortar shells. Litter an area with them. Light the fuse and watch the fun.
This will probably be the most practical and effective. It can safely be loaded up well in advance (actually drop pods are an inflammable place to store shells).
If you throw in a boomrat and some hats, it'll light itself. The only problem might be coverage area.

There are probably other ideas out there as well