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Messages - Hans Lemurson

#1
General Discussion / Re: Healer mech serum on torso
September 26, 2019, 07:16:26 AM
I think you should try removing her torso first, to force the healer mech serum to regenerate it entirely.  I've heard it works well for arms and legs.
#2
General Discussion / Re: Food Administration Mod
September 26, 2019, 04:12:37 AM
On Ice Sheet maps, I've had to resort to forbidding all food, and not freeing it up until I get the message that starvation has begun.  It would be nice to be able to automate such food restriction.
#3
The very air you breathe turning into cryogenic slush?  Nothing a good Megasloth Wool Parka can't help with!  Might buy you a whole hour before you turn into a popsicle.

I've felt it's a pity sometimes that Rimworld doesn't take into account phase-changes of materials, but then I stop to think about what would actually be gained from that compared to the cost.  Probably for the best.  We should be greatful that high temperatures catch things on fire, and perishable goods respond to cold temps.  What more could we need?

A debug command to instantly repair broken down buildings, that's what!
#4
It certainly looked like the heat had to be coming through the roof.  No way for a +10 degree change to happen when the neighboring layer is also near -270.

I've build extreme desert bases under mountains before and been pleased by how good their insulation seemed to be.  I'll start up a new test world in the mountains.

I wonder if there are any applications for an absolute zero freezer...
#5
Quote from: Kirby23590 on July 23, 2019, 04:36:00 AM
Quote from: vzoxz0 on July 22, 2019, 12:06:12 PM
As usual, Kirby23590 does not read past the title of the thread.

LOL Seriously? I do, but i guess you don't understand the meaning what i'm trying to say like giving a different mental breakdown or giving them the Catatonic hediff and then removing the hediff and poof! He's no longer in a food binge but oh well...

Also Off-topic, why don't some users have a avatar for their profile? Just askin'... :P
What's funny is that vzoxz0 is still right.  I'll give you a clue: I already knew about replacing hediffs before I ever made this thread.

Quote from: Jibbles on July 23, 2019, 04:17:33 AM
Any other reason outside of seeing if you can just reach absolute zero? lol I wouldn't doubt you'll be able to tho. I've gotten to like -380F with simple configurations. Can I see a pic of it!?
This is what I was testing with: https://steamcommunity.com/sharedfiles/filedetails/?id=1812853986
The interior regularly gets down to -273C, but often fluctuates up +5 or +10 degrees.  The second ring also gets down to -273 occasionally too.  Part of the challenge is that I wanted to make sure that the inner most chamber of the freezer had a walkable path so the absolute zero could be theoretically useful, hence the doors.  Not all the doors are necessary, I was just playing with them.
Keen eyes will see that the Cooler is inactive, and my temperature indicator on the right shows -273 at the moment I took the picture.
The key to the design is that Coolers have a maximum delta-T that they can produce, and for every unit of cooling they provide, they generate about 2 units of heat.  Thus the layered staged design with an increasing number of coolers at every stage.  Every layer requires ~2x as many coolers as the one inside it, thus solving the problem once and for all.
#6
Quote from: Pangaea on July 22, 2019, 04:49:09 PM
Off-topic, but I like your signature coupled with the user title  ;D
Thanks!  It's more apt than I might prefer, though...

As for absolute zero being unreachable, I think you should be able to get pretty close to zero, I've done it before.  It's even easier if you start in an already cold environment, but it mainly relies on using coolers to cool the output of other coolers in a branching tree of refrigeration power.

I was playing on Phoebe Peaceful, and I think the large number of machines in play coupled with the greatly reduced negative event pool makes breakdowns much more likely.  It rarely affects any given test run of the cooling system, but breakdowns still occur at a rate high enough to be annoying.
#7
Quote from: vzoxz0 on July 21, 2019, 06:37:40 PM
You might consider a mod that introduces "maintenance"-regimes to component-based devices. That allows you to spend a resource (time) to outright _prevent_ a breakdown, which seems a lot more reasonable than random and arbitrary breakdowns.
It's an idea, but I'm trying to avoid mods that alter gameplay, and I'm not sure how "maintenance schedules" would help for machinery that is not accessible in the first place. 
For machinery that is accessible, I can spawn in as many components as I need and keep a pawn in a small hut nearby to fix things as they break down, but some coolers are in areas that are totally unreachable.

But devmode commands can reach anywhere (and work instantly, too).
#8
I was playing around with configurations of coolers trying to figure out if I could reach absolute zero, but they kept breaking down periodically, and my design did not permit access to many interior spaces.  I would destroy and rebuild coolers as they broke down, but it annoyed me and created clutter.

I searched in vain for a dev mode action that could repair structures, but was unable to find it.  I can refuel power generators when I click on them, and there is even a command that lets you cause breakdowns, but I couldn't find anything that would take breakdowns away.

Is this possible to do?  Am I missing something?
#9
You can usually add a new mod to an old save without breaking things, but if the save contains mod-generated data (like new items or creatures) then that save will no longer work without that mod.  Mods that don't add "things" to the world, and just modify the interface are generally listed as "save-game compatible".

Save-files also keep track of which mods they were saved with!  When you try to load a save-game that has a different selection of mods from the ones that are currently active, you will be given an option to load anyways, or let the game reboot with only the mods registered in that save-file.

The game is incredibly mod-friendly!  The only time mods will cause trouble is if you try to load your "cthulu worshipping pokemon ranch" without any cthulu or pokemon mods, or if you have two mods that both alter how guns behave.
#10
Did he hit?
#11
"Arcotech Middle Finger: +100% social impact for insults.  Insults affect even non-colony members."
#12
General Discussion / Re: Rimworld Food Help
June 21, 2019, 06:33:18 PM
I often store surplus corn in an unrefrigerated granary next to my animal stables so that if their feed ever gets low, I can switch them to a more generous restriction zone that includes the granary should my hay/kibble stores get low for whatever reason, but not give them free reign of the entire 'home' area.

As for prisoners, you need to assign somebody to the "Warden" job, and they will periodically feed meals to your involuntary guests.  Alternately you can install a Nutrient Paste Dispenser in one of the prison walls and let them get their own food.
#13
After I defeated all the enemies on a mission, I un-drafted everybody and began to bandage them up.  Unfortunately, I had forgotten that one of the fleeing enemies was a Grenadier who had already tossed his bomb, and I neglected to move one of my pawns out of the way.

One explosion later and he's bleeding from his mangled leg and ear (both barely saved by his Devilstrand clothing) and his left thumb is gone.  I get him patched up and everybody home again, and his wounds heal without scar or infection...except for the missing thumb.

He was my only pawn who was "Passionate" about Crafting, and now his manipulation is at 92%    How much of a problem will this be going forwards if he's going to be continuing to produce the weapons, clothing, and armor for my colony? 

He'll work a bit slower (which I understand is an advantage for skill gain) but how much will his quality of work be affected?
#14
It's similar to making a turret out of Plasteel; higher HP but same damage output.  It's not like the Uranium Slug Turret and actually fires it, it's just armored in Uranium.

My question comes because I am aware of the Uranium Bottleneck, but I know that I am far away from actually using Uranium in any capacity, and I have this extra-durable turret in my possession.  If I scrap it, I'll have 45 uranium (and a few components) that will do nothing but sit around in my storage, whereas if I install the turret, then its wealth becomes "self-protecting".  But with that comes the chance of destruction, and hence my dilemma.
#15
I acquired a Mini-Turret made out of Uranium from a pirate quest outpost. 

I have not researched enough to make Turrets myself, so I'm considering adding this to my base defenses.  However, Uranium is rare and expensive, and it would be a terrible shame if the turret were to be destroyed in battle.

Should I use my Uranium Mini-Turret as part of my defenses, or just break it down for parts to keep the Uranium safe?