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Messages - mrm

#31
Had this bug. I reloaded savegame and made a hole in the wall so they can pass freely, but they chose longer way trough traps. One - two traps usually is enough to kill them.
#32
General Discussion / Re: Thermodynamics 101
February 07, 2017, 11:31:37 AM
Yep, electric smelter should take a few kW to smelt anything. 200W for TV is too much, 50W is more real. And really? Space technology advanced by 3000 years from now, and we have 200W tube TVs :)

Check Hans Lemurson posts, its good explanation. Every kind of energy is transformed into heat at the end, and there's no 100% efficient device, unless its a heater. So heaters are 100% efficient? Even if they have a fan and an indicator light? Air movement is transformed into heat, because air hit various objects and creates friction. Indicator light is producing light which hits walls etc and is transformed there into heat. Don't forget that electric motor which spins fan also has some efficiency, something around 80%, so rest of it is heat, produced by friction in bearings etc.

Deep drills should draw many kW to operate. 250W is just hilarious.

Coolers with 200W consumption can cool down a regular fridge, not entire room (without insulation). If a heater is raising temperature from -10 to +20 in a room 36m2 (6x6 tiles, small rimworld room), and it is taking (should be taking) 3.6kW, then a cooler which tries to cool down the same room from +20 to -10 should take at least two times more power, because coolers also have their efficiency (don't know the actual numbers, but i assume 50% is a very kind number for them). When the rest of this power goes? Also into heat, coolers are very hot on the radiator side. This actually somehow works in rimworld, we can cool down a fridge room and heat the dining room at the same time, but we should get more temperature change at the hot side than on the cold, because of efficiency and wasted energy.
#33
Just wait for the slave caravan, arrest him*, and sell. You get "prisoner sold" debuff and that is it. And money of course :)

*there is a chance that he will go berserk while trying to arrest
#34
General Discussion / Re: Tired of useless colonists
February 06, 2017, 02:08:38 PM
One of my new colonists in a mining colony (i send there useless idiots / addicted pawns for withdrawal / pyro / etc) started to set fire inside the base. Pretty quickly he started to burn, run outside, and got attacked by a... fox. Fox bitten of his leg. Then a pretty good doctor (paramedic lvl 14 med) tried to install a peg leg on him, like three times in a row. Two times with minor fail, and one with extreme fail. Pretty hilarious what he had to go trough to waste his pathetic life :) Well, hi was not that useless, producing kibble requires resources :)

Another idiot who came back to main base from smokeleaf withdrawal treatment, first thing he did is he goes into alcohol binge. Such excellent idea. Unlucky for him and lucky for me, a slave caravan was passing by. He was too dumb to resist arresting and selling him to the trader. And hi is not the first colonist that was arrested and sold to slavery :)

Two useless morons less in one day :)
#35
General Discussion / Re: Thermodynamics 101
February 06, 2017, 12:45:09 PM
44%? In a perfect laboratory conditions. With technology that cost so much, that its simply uneconomic to buy and install such panels, i mean, it will return after decades if it survive so much. Cheap affordable panels with 30% efficiency will have 30% in... lab conditions. When they heat up (and they heat up a lot), it drops to 20% or less. When we assume this is a space technology and efficiency should be greater, then we should increase each solar panel power output at least twice, but for now, its pretty good. Well im not an expert in solar technology and i can be wrong, but i made few experiments and measurements myself and i pretty know its poor and barely profitable.

The real "problem" is that bulbs doesn't produce heat (or produce much less they should), and heaters are magic. It's pretty impossible to make 1750W of heat out of 175W of electrical power, i don't think any space technology will do this.
#36
I can confirm this. Tamed animals can freely pass trough any doors, and turrets wont attack them.

And for event itself, i don't think it requires any mod. I had once a psychic drone that turned all rats on the map into manhunters. It seems its very rare. I believe it can affect any type of animal.

And it can be tested with psychic animal pulser :)
#37
Yep, disease is starting without notice, and its written into your savegame. Reloading previous save or two won't change anything. Use penoxycyline to boost immunity instantly to 61%. I mean, if your pawn has 55% at the beginning, its worth it. If it has 58%, not so much. If a pawn is old, like 50+ or 60+ years and you don't have decent medicine with good doctor, it will probably die. Its worth to schedule penoxycyline every few days to your doctor (in the drugs tab, make new drug policy) to make him immune to such diseases. I set it to 5 days because its written in the game that penoxycyline works that long, but someone pointed out it should be ok each 9 days or so. Didn't tested it though.
#38
Why you wont show your base here?
#39
General Discussion / Re: Thermodynamics 101
February 05, 2017, 06:36:40 AM
Quote from: Hans Lemurson on February 05, 2017, 05:51:36 AMI wouldn't use the 175 watt heaters as a "reasonable example" of anything, though.  Multiply the wattage by 10 and now you're in the range of "Portable Space Heaters".

Yes and i forgot about those. Such heater should have at least 2kW to heat up a small room. If i remember correctly, we need around 100W to heat up a 1m2 in winter, with good thermal isolation etc. Without isolation (steel or stone walls) it should be 200W or more. So for small rimworld bedroom 4x4 with very poor isolation and a thin steel tile roof, we need at least 3kW to keep it warm.

Well, solar panels are very poor for this, but geothermal generator is another thing. Almost 100% of power stations are making electrical power out of steam. Even nuclear reactors are heating water, making steam, and running turbine generators. I don't know how much steam typical rimworld geyser can produce, but i think that one geothermal generator should produce way more power than 3.6kW. If we asume 20-50kW for each, this realistic power consumption thing can by pretty playable :)
#40
Longsword and mace are both good. The main difference is that longsword will cut limbs and kill, when mace will immobilize opponents so they can be imprisoned and recruited.

And for the killbox. I build something like this and it perform very well. Stone blocks at the entrance stops raiders to get cover behind the walls, so they must get in. When they are in, there is no going back, they move forward and die. Deadfall traps are arranged in a way so my pawns or visitors can get trough without hurting themselves. There is a stone floor so fire will not spread too much. My pawns are hiding behind pillars and lean out to shoot. Sandbags are also helpful. Turrets are mostly plasteel, i slowly replace them from steel when they getting destroyed. But this should also work good without turrets. Kill area is unroofed so its 100% lit in daylight for better shooting accuracy for my pawns. Shooters area is roofed so its 0% lit, this decreases chance of shot by enemy. Also turrets are roofed so they wont get damaged in the rain. I hold few weapons in weapon rack nearby, so i can quickly equip my pawns in rocket launcher of sniper rifles if i get a siege or alien ship. Turrets can be switched off by nearby switch, but i have enough power to run them all the time. Granite walls between turrets are a must, so one exploding turret will not ignite others. Explosive traps are good for centipedes, they like to walk along the wall. My walls around the base are 5 tiles thick and are made from granite, so any sappers attack will take a lot of time to get trough, usually i waste them before they manage to destroy a single tile. For entry into base i have three granite autodors in 5 tile wall. Regular doors do not perform well, its taking forever to open each of them, and it matters when my pawn is chased by a mad animal or a raider. It is hard to buil such thing at once because its work and materials demanding, but you can build in small steps and upgrade.

[attachment deleted by admin due to age]
#41
General Discussion / Re: So Ancient Cryosleep pods
February 05, 2017, 05:30:39 AM
I build some simple walls to cut out each pod except the first one. Place few sandbags, and attack first pod with 6 pawns. Kill first guy, while the others are trying to mine trough walls. Then i shoot in one of the walls to release next guy, and kill him. And another, and so on. They will not manage to mine trough walls if walls are granite. And there is plenty of granit, i usually remove unwanted walls or floor, get granite and build from it. No turrets, no power lines.
#42
General Discussion / Re: Thermodynamics 101
February 05, 2017, 05:15:44 AM
Solar panels calculation is good, IRL sun drops 1KW on 1m2 in summer, so its 200W/m2 with 20% (this is really the upper limit) efficiency. In winter its around 130W on 1m2, so its 26W/m2 with 20% efficiency, but should be more because efficiency is better in cold. And opposite. Efficiency drops when panels are very hot (heat wave should affect this), but 1700W is pretty ok.

I don't like how batteries behave. Battery efficiency is only 50%, why? It should be much more. IRL they have around 90% charging efficiency and around 90% discharge efficiency. Not batteries itself, but circuits used to convert energy. And they charging too slow also.

And for the solar lamps. Regular incandescent bulb have very poor efficiency, only 2-5% of the power is converted into light. Lets say its 5%. 95% is heat. 95% of 1600W lamp should produce 1520W of heat, which is equal around 8.68 x 175W heaters (heaters are 100% efficient). Well, plans are not taking 100% of this 5% energy, a lot of the light hit the walls and stuff and its converted into heat anyway.

Ok, if our sun lamp is LED, which is 10-15% efficient (lets say 15), it steel produces 1360W of heat which is around 7.77 x 175 heaters.

Ok, ok, if its even some magic rimworld technology 50% efficient, it steel produces 800W of heat which is 4.57 x 175 heaters. So why i have to use at least 4 heaters to heat up my indoor farm so it wont froze in the winter?

And one more thing. Efficiency of solar panel is 20% at best, efficiency of sun lamp is 15% at best, so theoretically 1KW/m2 from sun can be transformed into 30W/m2 inside the farm. But it game, we can take light from 16m2 and transform it into the same amount of light for 29m2. And we have left 100W extra. So this technology must be very advanced, if it has over 180% efficiency :)
#43
Just build a classic killbox. Corridor with steel traps, with sandbags and pillars at the end to use as cover for your pawns. Do not close it with any doors, so tribals will most likely chose to go trough as the easy way. I don't think this is an exploit, its a basic defense system. If you have brawlers/melee, make them steel longswords. Assault riffles for shooters. After 3 years you should have the technology to build turrets or charge riffles. 15 enemies is too much to handle without any defense system. And don't worry, if your defense performs very well (no casualties), then each next raid will be stronger than previous, so it won't be too easy.
#44
Just do not send your doctor to battle. Keep him inside, set to flee in case of danger, schedule penoxycyline every 5 days (so he wont catch malaria etc). He is the most important person in the colony. Who will fix your doctor in case like this? A gardener? He can just kill him while installing this prosthetic leg.
#45
Money... i have a problem with storing them, i have 150K+ silver. Just from trading, no deep drilling. Just selling useless junk, not making stuff for profit. I thought that i make some art out of silver, but i hit another problem. How and where do i sell a grand legendary silver sculpture? Its pretty impossible. Well, i can buy lots of gold and make gold art... Money is overrated, it is needed maybe in first year, maybe two. Afterwards you get tons of it, not even trying.

But yeah, smokeleaf (or other drugs in general, but watch out for chemical interest pawns, smokeleaf is pretty harmless), good quality devilstrand clothes, deep drilling chemfuel (or plasteel), art (basically any quality will do), scyther blades and other exotic stuff like thrumbo horn (its worth to hunt them down).