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Messages - schizmo

#16
Quote from: Hieronymous Alloy on January 14, 2017, 12:10:08 AM
I'd argue that's more an error in the room temperature calculations than an error in the destructibility of stone. Realistically speaking a simple wood fire shouldn't get that hot, it should take like a designed furnace.

According to this link: https://skysaver.com/blog/how-hot-is-fire/ wood can burn as hot as 3590 F, but that of course does not mean that the room would get that hot, it merely means that fire itself is that hot. Still, a dog or a baby left in a sealed car on a moderately warm day can easily experience temperatures vastly higher than what is recorded outside, because heat is trapped within a structure. A fire in a building or room could reach some pretty decent temperatures. Though like you I don't know if they would quite reach the temperatures listed in the game.

Still they would reach temperatures that are immediately and overwhelmingly dangerous to pawns, so fire fighting inside of a building should probably be more dangerous which would adversely affect larger structures. Not exactly a buff for villages, though, it's still a debuff for compounds and mountain bases, so I wouldn't exactly champion that idea myself.
#17
Tempuratures in Rimworld are capable of reaching a maximum temperature of 3632F in sealed rooms so it's certainly within the scope of possibility, the question is whether or not items will burn in a manner that this is possible. So I tested it.

In Dev mode I created my standard 13x13 wall dining hall which contains 4 long tables and 16 dining chairs, plus a light in the center. I tested with wood and plasteel, both resulted in a fire that reached the maximum room temperature, though it's worth noting that while wood reached it's maximum temperature faster due to the flammability of wood, plasteel held it's maximum temperature longer and would surely do more damage to stone walls due to increased exposure.

The trouble is, this is a fire operating in a vacuum. Pawn intervention is usually quick enough to mitigate this, unless it happens far away or during battle, or in multiple places at once like if an enemy has an incendiary launcher or there is a lightning storm, but those are more likely to happen outside than in.

Still, it's within the realm of possibility, but it's unlikely to happen on it's own, I feel.
#18
Ideas / Re: A hate of Infestations as is
January 13, 2017, 11:45:08 PM
Quote from: Hieronymous Alloy on January 13, 2017, 11:08:16 PM
You can also prevent infestations by lowering the temperature in a room to below 0 degrees fahrenheit and by filling every open tile in the room with items (rock rubble is easiest, and walkable).

Filling the room with items isn't even necessary, the 0 degrees technique does well enough on it's own. I tested it using the method in my previous post and I saw no signs of any infestation once the temp dropped below 0, in fact even inching close to 0 significantly reduced it.

The trouble of course is maintaining this temperature AND surviving, it's not easy to keep an entire base this cold and it runs into the same power limitations as having sunlamps in every room.

Quote from: JuicyPVP on January 13, 2017, 10:59:15 PM
^can we be friends? 

Heck yeah I'll be everyone's friend. I just want us to all get along even though I disagree with people all the time lol
#19
Ideas / Re: A hate of Infestations as is
January 13, 2017, 08:35:50 PM
Quote from: SangoProductions on January 13, 2017, 06:45:08 PM
Quote from: Calahan on January 13, 2017, 01:08:06 PM
Light affects the probability of an infestation spawning, but it doesn't eliminate it entirely. If you have never had an infestation in a lit area before then you have just been lucky (the storyteller also plays a part, as on lower levels infestation are less likely to occur to begin with, meaning less occasions when you need to be lucky).
Uh...No. Light does not affect the probability of an infestation. It does remove one square where it can spawn, because something's taking up the space, which affects the chance of the room getting hit (overall), but that's because of the lamp, not the light. 2 lamps reduce the chance the same as having a bed in the room.

No, this is incorrect. Light absolutely has an affect on Infestation chance, I'll show you.

http://imgur.com/a/gtJEr

I put together this handy little experiment to show how light affects infestation, by enabling "draw infestation chance" and disabling "draw lighting overlay" to show raw in game data about infestation chance (if you don't turn off the lighting overlay, lighting can make the infestation chance drawing harder to visualize)

Might be beneficial for Lightzy to see this, too, since he always says lamps eliminate infestation chance which is also untrue. It's simply more complicated than a simple will/won't happen.

edit: some of my changes to this imgur album are not saving so if you happen to read this and the last image description cuts off, it should say that the player can corral infestation chance into a single sealed unlit room, but that it does not completely eliminate infestation chance in other rooms.
#20
I like the idea of a steadily growing "fresh air" mood buff that accumulates the longer you're outside similar to toxic fallout, this encourages pawns to get out once in a while, either by walking between buildings or by not putting 100% of their lives inside of a mountain. I could see that being useful for both playstyles but it would be more useful for some than for others.
#21
Ideas / Re: "Water Bomb" or "FirePopper Mortar"
January 13, 2017, 12:56:56 PM
I would love a fire foam mortar shell, those flashstorms and dry thunderstorms can be a hugely impactful negative situation even when you have a stone wall and a firebreak and your colony is 100% safe.
#22
In general you make a lot of decent suggestions lightzy but I have seen you be rude to people that you disagree with in the past as well so it strikes me as a bit hypocritical that you'd get so bent out of shape when people disagree with you.

Frankly I think debates liven things up around here, and an echo chamber isn't good for progress. Just as long as disagreements remain civil, I'm all for them. Hell I encourage them, they can open my eyes to things I hadn't considered before.

If this thread gets deleted I'm not gonna bother reposting any of my contributions because frankly I think starting a new thread is silly. It isn't going to prevent disagreement.
#23
I disagree on a number of points raised, but part of it requires some defense and explaination on my part:

To start with I choose Slate as my road stone because it has lower defensive capabilities than Granite, which I reserve exclusively for outer walls until such time that they can be replaced with Plasteel (more than enough on a map, usually, with deep drilling) I also choose slate for roads because it's black like asphalt.

For defense the buildings themselves act as cover, allowing me to position pawns at the end of long clear corridors and shoot around corners or pop out of doors. But this is only if combat spills beyond the walls which I would have also constructed with 1 or 2 entrances at each cardinal direction (depending on how large the colony grows) these entrances are defended by a pair of turrets as well as two small rooms on both sides of the entrance with sandbag cutouts for shooters. The turrets just keep enemies from charging in, stalling until my shooters have a chance to get in position and fire at the enemy from range. I didn't include this aspect because I was focusing on a general idea but not a fully completed settlement.

Building materials aren't an issue because wood is so easily renewable, but in the later game they can be replaced with plasteel for more critical buildings.

Exposed powerlines are quite advantageous as a matter of fact, because I reduce the risk of a zrrrt event starting a fire indoors. I have, on more than one occasion, had my fire start on stone and die down relatively quickly. The downside is powerlines are flammable and can act as a fire conduit and can make your fire breaks obsolete, but fire will only crawl down the length of the powerline so it's easy to put out if it starts creeping across the road. Still, I try as often as possible for each building or set of buildings to have independant power, primarily to have smaller battery banks so zrrrt explosions are smaller.

Structures are plenty spacious as is, the dining room alone has a big space and beauty buff that has a lasting and daily affect on colonists mood. I try to make sure that area is always nice because all pawns are there every day twice a day.

Seiges are of very little concern for me, for one thing artillary is slow and inaccurate, but I usually man 4 of my own artillery from nearish to the center of town and counter seige them from the moment they arrive, putting some serious hurt on any potential seige before it can begin. If that isn't an option I assault them directly and pre emptively outside of town. Being outdoors is of very little consequence and seiges have never really been an issue, and worst case scenario I draft all non combat pawns and scatter them across town, running them away from the general direction of artillery trajectory.

There are certainly things that could be done to brute force even more efficiency but to be honest it isn't necessary, at least it hasn't been for me. Some adjacent high priority stockpiles, hauling animals, and proper management of bills and work assignments, a colony like this will run just fine.

Also this was just a sample of how I build, to give some references. My colonies are usually larger, with something like a 6x6 or 8x8 layout of building plots & roads. (I use a great deal of the space available in a stadard sized map)
#24
Most of my layouts are sort of like what you're describing but I'm not sure if I am understanding what you're looking for. Mine are usually a grid-like set up of 13x13 building plots with 5 tile wide roads in between each building for fire breaks (2 paved concrete tiles with 3 slate tiles in the center to act as a sidewalk and road) Those building plots are typically isolated, but if the need arises for a larger space I can join two adjacent plots together to form a 13x31 size plot for things like a dining hall and kitchen and freezer, or a spacious chicken coop, or a large farm.

I used to have entire areas dedicated to solar farms and battery banks, but due to the explosive nature of large battery banks I tend to keep all of my solar panels attached directly to buildings these days, and build them into the layout as needed. This can sometimes lead to mis-shapen buildings that break the grid pattern, so I'm still experimenting with how to best achieve this because I have gotten very comfortable with 13x13 buildings and don't want to adjust all of my room planning.

Here's an example that I threw together with God Mode to simulate roughly what I'm talking about, with some items added to relevant areas like my fridge to give it a lived-in look (despite the complete lack of items in the warehouse) I don't have any real screenshots because I tend to delete all of my save games so I'm always starting fresh. I also didn't bother trying to remove the mud but in a real game that would be something I'd work toward. And the dining hall is backwards, I like to keep the main entrance near the grow zones, but again I threw it together so the careful planning isn't really there. It's more of an example of the basic building types I tend to stick to and the overall look and feel I go for.

http://imgur.com/a/Ci36q
#25
Ideas / Re: Cleanup of Floors in the UI
January 13, 2017, 12:51:14 AM
This makes sense to me
#26
Ideas / Re: A hate of Infestations as is
January 12, 2017, 03:49:40 AM
Oh also this game started as a combat simulator so yes, squad combat is the main way the game is designed to be played. This is changing gradually with suggestions and feedback, but you cannot fault the game for being what it is.
#27
Ideas / Re: A hate of Infestations as is
January 12, 2017, 02:38:47 AM
Quote from: dv on January 11, 2017, 11:25:32 PM
Quote from: GiantSpaceHamster on January 11, 2017, 05:08:04 PM
Quote from: RazorHed on January 10, 2017, 05:02:29 PM
I hate infestations as they work now. I have to turn them off in the scenario editor every time. I like the idea, but its a system that punishes you for not making a mistake.

I disagree with this. You're arbitrarily calling mining "not a mistake" and using wood for walls "a mistake". Neither is or is not a mistake in general. It depends on your play style, the current events, the map, etc.

Wood is incredibly flammable and gives a beauty debuff because it's ugly. I'd say it's a mistake.

I'm the first person to argue whether or not something is a "mistake" in terms of bad planning or poor decision making, but your statement is flawed for several reasons.

First, while you're correct that wood is obviously the most flammable (except floors which are never flammable), wood is actually one of the more beautiful options to build furniture with (walls have 0 impact on beauty BTW), beaten only by incrementally Marble and significantly by the precious materials (Gold, Silver, Jade) for obvious reasons. But the difference between wood and stone is often so minimal it could hardly be called "ugly" or a mistake to use either. Floors have a positive impact on beauty, but wood is neutral, so there's no "ugly" debuff coming from anything other than concrete. Simply put: Wood isn't ugly, but it is flammable.

Secondly, using wood, building in a mountain, decisions like these are trade-offs, not mistakes. On the one hand, wood items are flammable and have the lowest HP, but they are among the most beautiful and the quickest to build. This is a trade-off. Wood is also completely renewable, where as stones are finite.

Stones by contrast are non-flammable and have decent durability, but require more work to mine them AND cut them before they can be used for building, at which point they require the most work to build with. All in all the trade-off for non-flammability is a staggeringly long construction time from mining to crafting to constructing.

And then precious materials must be used at 20x the normal material rate, making them even MORE finite. But they are vastly more beautiful, so once again a trade-off, not necessarily a mistake.

The trade-off for building inside a mountain is the ever present danger of near instant combat from insects, but this is because all other forms of combat are rendered practically useless by the sheer defensive capabilities of mountains. It's supposed to be this way.

BUT I do agree that the very instant nature of infestations is a bit unfairly skewed against mountains. I would even argue that "seismic detection" is unnecessary research, if it were up to me the map would start shaking and the player would be alerted to an incoming infestation by a notification, giving them a moment to quickly draft everyone before the infestation begins.

I'm also one to argue that mountains should be made less impervious, to give a compelling reason to lighten the danger of infestations. But there will always need to be a trade-off.
#28
Ideas / Re: daily routine
January 11, 2017, 09:05:22 PM
Technically this is already how the game works with the skill system, doing something over and over again increases your skill which increases your work speed, anything over level 10 has natural skill decay over time which means doing it on a regular basis keep your skills sharp and by extension keeps your work speed high
#29
Ideas / Re: All I Want Added is...
January 11, 2017, 09:03:32 PM
I don't think the point of this thread is for everybody to tell separately what they want, I think this that just has a bad title and is supposed to be about additional nicknames
#30
Ideas / Re: A hate of Infestations as is
January 11, 2017, 04:08:39 AM
Since the goal of infestations is to combat the Mountain Base, having them spawn "anywhere" ultimately defeats their purpose and just turns them more or less into raid drop pods.

I do somewhat like the idea of seismic detection of an incoming infestation, though, that's a neat idea.