you lose goodwill with everyone, people don't like people that nuke other people, better make sure you keep um sweet
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#181
Releases / Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
December 30, 2017, 07:20:58 PM #182
Releases / Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
December 30, 2017, 12:41:39 PM
I didn't want to make any magic buildings or crafting loops that eliminated sewage because then would be a waste of time making a sewage grid with the fancy graphics and everything, because you know people will just rush to get the magic waste removal setup asap even if i made it cost a billion research points, the sewage treatment system already removes 90% of waste so you only have 10% left to dump.
Current plan for the next patch is to make toilets produce a crap load more visible sewage, but massively reduce how much waste showers and baths produce because that's really off right now. I want to try get sewage flowing in the correct direction down rivers so having water towers down stream will be a problem you need to think about. I want some kind of job driver which lets pawns pick up sewage from one location and move it to another so you can clean up sewage spills from incidents like burst pipes or overflowing toilets, but without it vanishing like snow clearing or normal filth cleaning. And maybe add extra pipes.
Current plan for the next patch is to make toilets produce a crap load more visible sewage, but massively reduce how much waste showers and baths produce because that's really off right now. I want to try get sewage flowing in the correct direction down rivers so having water towers down stream will be a problem you need to think about. I want some kind of job driver which lets pawns pick up sewage from one location and move it to another so you can clean up sewage spills from incidents like burst pipes or overflowing toilets, but without it vanishing like snow clearing or normal filth cleaning. And maybe add extra pipes.
#183
Releases / Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
December 30, 2017, 12:17:16 PM
Thank you for the kind words!
here is the B18 test from steam, mostly works, still changing and fixing bits, seems to work with CE now
http://bit.ly/2CeqF8n
here is the B18 test from steam, mostly works, still changing and fixing bits, seems to work with CE now
http://bit.ly/2CeqF8n
#184
Releases / Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
December 26, 2017, 03:30:52 PM
Sorry i need to add a proper description and make a youtube video explaining all the details, i keep putting it off because i keep changing bits. Simple setup is water tower on ground water or river, sewage outlet on ground or river, a boiler, then plumb it all together with your bathrooms fixtures and that's all you need.
If you want to use radiators just plumb them in to the same pipe net with the boiler, and place thermostats in the important or coldest rooms. The fueled stove is just a boiler but without the built in hot water tank, so you
The boiler is basically a stove with a built in thermal store, it has a thermostat for its hot water tank which will make it flick on and off, then extra room thermostats override that. Boilers have a power mode so you can scale it up as you expand your base, and stoves are the same as a boiler running at 1000w
I tend to use stoves first with wood as the fuel then once i have power i add a boiler and keep the stove as backup for power cuts.
Stoves can heat the water in boilers and thermal stores and boilers can heat the water in other boilers and thermal stores, its all shared.
Valves are for if you want to shut off the pipes like for example if you want to turn off sprinklers for a couple of days to let your water store build up again.
I'm happy to answer any questions
If you want to use radiators just plumb them in to the same pipe net with the boiler, and place thermostats in the important or coldest rooms. The fueled stove is just a boiler but without the built in hot water tank, so you
The boiler is basically a stove with a built in thermal store, it has a thermostat for its hot water tank which will make it flick on and off, then extra room thermostats override that. Boilers have a power mode so you can scale it up as you expand your base, and stoves are the same as a boiler running at 1000w
I tend to use stoves first with wood as the fuel then once i have power i add a boiler and keep the stove as backup for power cuts.
Stoves can heat the water in boilers and thermal stores and boilers can heat the water in other boilers and thermal stores, its all shared.
Valves are for if you want to shut off the pipes like for example if you want to turn off sprinklers for a couple of days to let your water store build up again.
I'm happy to answer any questions
#185
Releases / Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
December 26, 2017, 12:40:42 PM
you just need to plop a water tower on a patch of water, a sewage outlet off in some corner of your base that nobody ever visits, maybe walled off or next to a river or beach, and you should be fine for 20 colonists or more if you just use showers, i need to get some up to date screen shots on the first page when i have the time
#186
Releases / Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
December 25, 2017, 12:56:04 PM
yer its kind of just a solution to a problem that doesn't exist, and with all the weird modded clothing people like to wear and forced apparel and armour and belts and so on, it would probably just make something that is already fiddly, super fiddly
#187
Releases / Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
December 25, 2017, 11:22:04 AM
need to fix some bugs first before i release it here
#188
Releases / Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
December 25, 2017, 11:21:38 AM
I don't like the idea of removing worn by corpse effect by washing, doesn't make sense because the problem isn't that its dirty, its knowing you just looted clothes off a corpse, like when an enemy has been downed by a minigun burst and they are laying in a pool of their own blood piss and shit, you can remove their clothes and its totally fine, but someone that's euthanized in a sterile room needs to be stripped first.
In reality the conditions in the colony would dictate if a colonist would be concerned about wearing clothes that someone died in, like if you are butt naked in a freezing tundra with half your digits missing then you probably wouldn't care too much about stealing socks off your dead wife's maggoty corpse, but if you have plenty of clean fresh clothes and all of your toes then it would be rather shocking. Also if you have the capability to run a modern washing machine with working water supply and sewage system and electricity and detergent then it should be easy to knit together a new pair of pants else you have your priorities in a mess.
The only way i can think of making washing a thing without making it a big coding job, and how i will probably try do it in my mars mod, is if it is simply a way to add just enough hit points on an item of clothing to clear the worn out apparel debuff, so you could maybe get into a cycle of wearing the clothes for a couple of days, then when the they become worn out the pawns auto swap to better clothes like normal, and then if the worn out clothes are within a certain range of hit points, then a pawn can haul them to a washing machine and it will add just enough points back to clear the worn out status, else they wear out until destroyed like normal.
In reality the conditions in the colony would dictate if a colonist would be concerned about wearing clothes that someone died in, like if you are butt naked in a freezing tundra with half your digits missing then you probably wouldn't care too much about stealing socks off your dead wife's maggoty corpse, but if you have plenty of clean fresh clothes and all of your toes then it would be rather shocking. Also if you have the capability to run a modern washing machine with working water supply and sewage system and electricity and detergent then it should be easy to knit together a new pair of pants else you have your priorities in a mess.
The only way i can think of making washing a thing without making it a big coding job, and how i will probably try do it in my mars mod, is if it is simply a way to add just enough hit points on an item of clothing to clear the worn out apparel debuff, so you could maybe get into a cycle of wearing the clothes for a couple of days, then when the they become worn out the pawns auto swap to better clothes like normal, and then if the worn out clothes are within a certain range of hit points, then a pawn can haul them to a washing machine and it will add just enough points back to clear the worn out status, else they wear out until destroyed like normal.
#189
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
December 24, 2017, 08:09:53 AM
I'm still working on it, been busy updating rimatomics and hygiene to b18 but im almost finished with all that, then i'll be focusing on this to get v4 finished using all the fancy stuff i made in the other mods
#190
Releases / Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
December 21, 2017, 07:14:06 PM
are all the fixtures the same quality? and the path cost to do basic stuff like walk through doors might mean its actually quicker to get to the other bathroom, i don't force pawns to always use private bathrooms because they could be the opposite side of the base and have a perfectly good public bathroom right next to them, you could maybe do some testing like removing the doors or removing the assignment to see if they then make use of it, en suite bathrooms tend to get used most when pawns wake up to pee during the night or first thing in the morning
#191
Releases / Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
December 16, 2017, 08:19:15 AM
yes im still working on it
#192
Releases / Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
December 14, 2017, 03:51:21 PMQuote from: Ruptga on December 14, 2017, 11:50:46 AM
The hot water makes a lot more sense now. But...
After running this for a few days I think the sprinklers are broken, as in OP as hell. I haven't done rigorous testing, but it seems to have cut growth time by about half. Do they add a flat fertility bonus, or is their bonus reduced by temperature and light the way that fertile soil's is?
I think i need to speed up the evaporation, irrigation is just a little bonus feature i threw in and i don't think many people use it or tested it so it still needs some tweaks, i have been happy with it in my test map but its a freezing tundra with poor light levels so the boost is just enough to keep me alive through the winters, i don't like the hydroponics and sun lamps setup i prefer greenhouses with natural light.
The irrigation grid takes the original fertility of the terrain and then multiplies it based on how wet the soil is up to *1.8, plant code is normal so their growth rate is still based on a combination of temperature, light level and soil fertility, plants also have a fertilitySensitivity stat so you will see plants like rice gain a bigger boost to growth rate than potatoes.
The water in the soil evaporates throughout the day at a rate based on the ambient temperature, so it starts at *1.8 at 6am just after the sprinklers switch off and light levels are still low, and then its meant to gradually fall back down to *1 by the evening or sooner if its really hot, so its not a constant *1.4 like a hydroponic basin or rich soil, but it looks like its not drying up fast enough in mild climate so you are getting too much boost all day, i'm playing with the numbers.
I'm going to assume fertile soil is a mod, i don't play with mods so i don't keep up with all the names but i noticed modded soils tend to have a pretty high fertility value, sometimes way higher than rich soil which means you will get some silly numbers when combined with sprinklers and a crop like rice, but i'll leave it up to players to decide if they want to stack fertility mods.
#193
Releases / Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
December 10, 2017, 06:23:29 PMQuote from: Ruptga on December 10, 2017, 05:31:51 PM
I don't understand how the hot water system works. Solar heating plus storage works as expected, but when I add a boiler it only draws 20w regardless of what it's set to and the storage level drops until the sun rises again. Do boilers only work with radiators and thermostats?
I need to get around to writing up detailed explanations and make youtube vids for this at some point, the boiler has a built in thermostat which turns it on when the heat falls below 50%, then it jumps up to 75% or so and goes idle again, that's so it uses minimal power just for heating water, it also works with extra connected heat stores. If you want to use a boiler with radiators you need 1 or more thermostats to override it and force it to switch on and heat the rads, you can place them in important parts of the base, or main hallways, or just place 1 and set the temp really high so it forces the boiler to always be on, rads don't overheat rooms like electric heaters they cap at 21c so its totally fine to leave them always on if you have the spare power. Hope that helps
#194
Releases / Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
December 08, 2017, 08:59:26 PM
updated
#195
Releases / Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
November 26, 2017, 01:54:27 PM
quick update on progress, im still trying to fix lots of bugs in the new version of hygiene that people are testing on steam, i think once i have this next batch of problems fixed i'll upload it here, don't want to keep you waiting forever