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Messages - Hans Lemurson

#46
Quote from: Dashthechinchilla on January 29, 2018, 07:39:21 AM
I just got a caravan request to trade one for a legendary devilstrand jacket. I don't even really want the jacket, but it is a good excuse to go trade my other two while I am there.
I'll take it if you don't want it.
#47
General Discussion / Re: Taming
January 31, 2018, 03:42:04 AM
"You must understand, we only hurt you because we LOVE you so much.  You simply must join us and accept our love, I though you would have learned this lesson by now."
#48
General Discussion / Re: Stacksize
January 31, 2018, 03:37:24 AM
Because once you add that 76th item, it's just too cumbersome.
#49
General Discussion / Re: Damage calculation question
January 29, 2018, 05:15:47 PM
Now that's really interesting.  Maybe one-shot destruction of body parts has in fact been eliminated?  I know that I would expect a 40 damage hit to blow a limb clean off, but maybe this resulted in too pawns losing an arm or a leg due to a single die-roll.

Thinking back on my most recent combat where a Pawn lost a limb, the loss of the limb only occurred when it had already been badly damaged.  I'll have to watch my combats carefully to check for sure.
#50
I hope for an Exotic Goods trader to come, so I just keep a bunch of them in storage which raises my colony wealth and attracts more Scythers to attack and shoot off my colonist's leg.
#51
So...what?  You spent a lot of time making buildings that you think will look nice for a story you are writing, and you need somebody who has no idea what your plans or goals are to look at them and say that they are pretty?

Just go and do your story.  I guarantee you that whether or not your buildings have gotten the approval of ignorant strangers will have no impact on the quality of your project.

If you want an actual critique of your buildings, and feedback on how to make them better, you are going to have to put in a lot more effort in presenting them and explaining what your goals are and what decisions you are struggling with.

If however you just desperately need feedback, then I can tell you that your buildings look "fine".  No problems with them.  But you already knew that.
#52

Quote from: Androsynth on January 23, 2018, 11:49:11 AM
Running outside to collect what the orbital trader sends down is a harrowing experience, let me tell you. I always keep a colonist on standby to run out and rescue whoever attempts it, and the corridor to the outside is so cold that the rescue dude is also suffering from hypothermia before he's even deployed. You almost need a second tier of rescuers in a warmer area - one guy to haul in the initial victim and one to haul the one that rescued him.
That sounds pretty bad-ass. 
Multi-staged hauling! 
Who hauls the haulers?

Quote from: Androsynth on January 23, 2018, 11:49:11 AM
Have you actually experimented with using chemfuel produced directly from food to run generators and grow more food? That idea never occurred to me, just the boomalope thing. And there's actually surplus? Is it enough surplus to be worthwhile? Is it more worthwhile to use cooked or uncooked food?
I haven't actually put Infinite-Chemfuel to the test, but have run the numbers and the results are pretty unambiguous.
Using wood-fueled generators to grow trees just barely breaks even, and Chemfuel is vastly more efficient.  One Chemfuel Generator consumes only 4 Fuel/Day for its steady 1,000 Watts, which is a ridiculously low fuel cost (Wood Generators consume 22/day, for comparison).  Raw Food (and wood) convert to fuel at a 2:1 ratio; one production-batch takes 70 Raw inputs and gives 35 Chemfuel.

1 Sunlamp and 15 hydroponics basins take 4 Generators to sustain.  Each Hydroponics basin produces about 10 rice/day, so you can get about 150 rice/day from this setup.
4 Generators require 16 fuel/day to sustain, which creates a daily demand of 32 rice to be converted into Chemfuel.

An easier rule of thumb is that 1 Generator can be fueled by 1 Hydroponics basin.

So yeah, it's practical.  It's practical to the point of being OP (wood generators are useless in comparison), to say nothing of the clear violation of physics (extracting net energy from a closed system).  Its only down side is that it requires more space, components, and hauling than other power systems.
#53
That's pretty cool.  Layers and layers of insulation are all that protect you from very rapid death.  You're basically living on Pluto.

It's a good thing Rimworld tech is so advanced that it doesn't need to obey the Conservation of Energy.  Refineries can turn food into enough fuel for your Generators to cover the growing-costs of that food, and still have surplus.  Space heaters can pump loads of heat into rooms while consuming 1/10th the power of a hair-dryer.  You can still breathe at temperatures where the atmosphere condenses, provided you're wearing enough wool.  Orbital traders can deliver supplies to vault dwellers and receive payment.
#54
Quote from: Simpology on January 21, 2018, 08:13:24 AM
To make them more effect in standard prepared defence combat, maybe sticking a personal shield on them would do the trick since it would allow them to get in melee range more effectively and also protect them from your own stray bullets. It also sounds practically possible to be able to attach a shield belt to them.
Quote from: king komodo on January 21, 2018, 10:33:33 AMEDIT: I also saw someone mention making the shield belts able to be put on animals as being a good idea to counter this and I second that one idea as well.
Quote from: O Negative on January 21, 2018, 12:58:13 PM
Also, given that there aren't any ranged animals, having the ability to add "belts" (shield, smoke-pop, etc.) to our animals would be nice.
Concept illustration:
https://www.reddit.com/r/RimWorld/comments/7rzlpo/art_gallery_of_the_outer_rim_exhibit_11/
#55
So the "Relationship Breaking Bug" got even more interesting...
#56
I love that partridge.
#57
There is no point in trying to convince people that this is a good idea.  Nobody can possibly disagree on whether this would be useful or not.

The problem is that it is a technical challenge and can only be achieved by slowing down the game's calculations.  The pawns in the game already walk with a weird wiggle because the devs decided to use a faster but imperfect pathfinding algorithm.  Good FPS and good Pathfinding are mutually exclusive.

If there is a simple algorithm that can handle "Don't path through this zone unless your source and/or destination are within it." without slowing down a bunch, then I'd be happy to see it in action.
#58
If a pawn could already tell whether it needed to go "through" some place or not when trying got get somewhere, then it wouldn't need to do any pathfinding.

What could be done is to be able to zone areas with a high virtual-pathfinding cost so that pawns wouldn't travel through such places unless it really was the much faster route.

(Also, I misread the title at first as "No Thought Zone", like you were asking for some sort of psi-proof bunker where you could send a pawn to be neither happy nor sad.)
#59
General Discussion / Re: How large should bedrooms be?
January 13, 2018, 06:33:01 AM
Wiki says furniture only subtracts half a tile.
#60
Quote from: Vlad0mi3r on January 09, 2018, 05:41:20 PM
I like the blood spatter on the marriage spot as well.
"'Til death do us part."