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Messages - Morrigi

Pages: 1 2 [3] 4 5 ... 7
31
General Discussion / Re: The Most Annoying Thing In Rimworld
« on: January 03, 2015, 03:09:48 AM »
Being able to teleport prisoners off RimWorld for a profit, but having to build an elaborate space ship at huge expense for the colonists. Why not just buy a ticket?

It's a jarring discontinuity between the lore and the game. It would be better to move all trade to the planet surface as part of an overall enrichment of the "metagame" including the world map and other colonies and visitors.
This.

32
Outdated / Re: [MOD] (Alpha 7) Atomic Power
« on: November 22, 2014, 12:36:23 AM »
In real life (contrary to popular belief), nuclear reactors do not explode horribly at the drop of a hat, and it can be assumed that significant progress has been made in the centuries since then in the game world. Kind of immersion-breaking, honestly.

33
Off-Topic / Re: "8 chan is an extremist group"
« on: November 22, 2014, 12:18:10 AM »
That's just them using a journalists' line as a joke.

8chan is just 4chan moved to a different place after Gawker lobbying literally bought moot and 4chan mods openly started fighting for the SJW side (or got removed).

Personally I can't help but sympathize with GG no matter how over the top or abusive it might seem to some, because it is a reaction to people trying to inject political agendas in videogames and videogame "journalism" for quite a while now. Way too many "game journalism" sites at this point have turned into pure clickbait crap ranting on about how Patricia Hernandez got raped in GTA5 or something like that. It's downright ridiculous. Gamergate was bound to happen, and those pseudo-journalists were bound to be tar and feathered at some point.

"Gamers" are absolutely right to not want their hobby to become a cesspool of particularly obnoxious political activism.
Couldn't have put it better myself.

34
Outdated / Re: [MOD] (Alpha 7) Project Armory (v.2.15)
« on: October 20, 2014, 09:53:56 AM »
(And on that note!)

FN 303 - The FN 303 uses compressed air to fire projectiles from a 15-round drum magazine. It is designed to incapacitate the target through blunt trauma without causing critical injuries, and is most widely used for riot control and other kinds of combat where lethal weapons should be avoided.

-snip to avoid imagespam-
I didn't even know this was a thing, but I want it.

35
Hello /k/.

36
Outdated / Re: (Alpha 7) Sooner535's Weapon Pack V0.2
« on: October 12, 2014, 03:05:57 PM »
Would a short bow shoot further or shorter than a M1911? I assume shorter but idk lol
Well, good luck doing this with a shortbow.

Very inaccurate, but apparently, an M1911 is physically capable of reaching out to 200+ yards.

37
Mods / What happened to Aparello?
« on: October 12, 2014, 03:01:59 PM »
Have I lost my mind? I can't seem to find the Aparello thread anymore.

38
Bugs / M-24s one-shotting my colonists through power armor?
« on: October 04, 2014, 05:18:44 PM »
Well, pirates with M-24s appear to be able to one-shot my colonists, even if they're wearing power armor. Yes, I checked where the shots hit, and they were to the torso.

Considering that the M-24 is chambered in 7.62x51 NATO, and that 7.62x51 ball ammunition can be stopped by even modern NIJ level III ceramic or AR500 steel trauma plates, this doesn't make a whole lot of sense, unless the pirates are packing ridiculous future lolammunition.
This is occurring in version 7b.

39
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.4
« on: September 11, 2014, 10:04:25 PM »
Heh. But yeah, I've had two commandos spawn at once, in full power armor, with no weapons. I'm not saying it'd be a good idea to have two armed commandos show up that early in the game (it was pretty early), but you get my point.

Also, it'd be kind of cool if you could recruit them. I captured one and tried, but her loyalty threshold was 100.

40
Mods / Change starting weapon loadout?
« on: August 31, 2014, 10:20:37 PM »
Sorry if this has been asked before, but is there a way to change the guns you start out with? I know it used to be in the configs somewhere, but I can't seem to find it.

41
Outdated / Re: [MOD] (Alpha 5) Droids v0.5
« on: July 26, 2014, 06:43:42 AM »
But...but...but... Droids? My droids? No droids? I... Awww... (ಥ﹏ಥ)
Sounded so awesome, I really hope it'll be...repaired soon, or that someone'll take over/make a similar one.
Did anyone else make a similar mod?
The stupid hauling droids is...or at least would've been a great idea to save my colonists' time.
One alternative is this one: http://ludeon.com/forums/index.php?topic=3612.0
MAIs are pretty cool. Expensive, but incredibly useful.

42
Outdated / Re: [MOD] (Alpha 5) Workplaces (1.5.6 / 04.07.2014)
« on: July 04, 2014, 06:50:13 PM »
ETA???!!1one1!
[/trol]

43
Outdated / Re: [MOD] (Alpha 5) Project Armory (v.2.11)
« on: July 04, 2014, 06:48:41 PM »
Nice, thanks for the quick update.

44
Bugs / Re: [W|0.4.466] Idle colonists walk far away from home
« on: June 26, 2014, 11:27:55 PM »
Can confirm that this has happened in my games in alpha 4f, and also happened in 4, with and without mods

45
I had an idea about splitting up the subsystems a bit for the thermal power plants, making each into a three-module assembly.  (Or more, if sufficient power is available on the output end or if you want to build massive solar collectors.)

Thermal Energy Source/Burner->Heat Engine->Generator

This would give us some flexibility in sizing and capability.  We could start off with a wood-burning furnace or small set of solar thermal concentrators powering a Stirling or Rankine cycle engine, which would turn a crude dynamo with mechanical commutator.  "We wound the coils by hand, and it sparks dreadfully...but we can charge the batteries with it."

Fuels:
Wood, Coal, Biomass, the local star, Geothermal Heat, Uranium

Burner/Thermal Energy Source:
Solid Fuel Burner, Gasification/Digester, Solar Concentrator, Geothermal Borehole, Nuclear Fission Reactor

Heat Engine:
Stirling (hot air engine), Otto/Diesel/Atkinson (internal combustion reciprocating engine), Rankine (steam engine, either turbine or reciprocating), Brayton (combustion turbine)

Generator:
Commutator Dynamo, Low-Speed Alternator, High-Speed Alternator.
If things go that far, it'd be entirely wrong to leave out Wankel rotary engines, especially since they have very few parts compared to piston engines, have a much higher power:weight ratio, can use a wider range of octane ratings (and thus low-quality fuels are less likely to cause engine knock), and so on.

http://en.wikipedia.org/wiki/Wankel_engine

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