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Messages - Hans Lemurson

#481
Administering Luciferium doesn't seem to close bleeding wounds, nor does it regrow lost thumbs.

I just installed two peg-legs, dentures, and harvested a lung and a kidney before I sent a naked pirate-prisoner out the door.  He made it to the edge oft he map no problem.  My main regret is not taking his Liver.  Stealing organs doesn't seem to upset my colonists much worse than killing a prisoner, so I think I'd go "all or nothing".
#482
General Discussion / Re: Thermodynamics 101
February 09, 2017, 01:33:10 PM
Quote from: TheMeInTeam on February 09, 2017, 01:04:02 PM
The wattage is obviously not to scale.  It's not even proportionate within the scale used.

You might as well just look at the W as "power units", and try not to think about the relative usage of a single indoor light vs a machining or hydroponic table too much.
Or.... I could try to work out the constants for Heat-Production and Thermal Conductivity in terms of "Meters" (Approx size of tile) and "RTUs" (Rimworld Thermal Units), and then try to determine what a reasonable value would be between the number of Watt-Hours consumed and the RTUs generated.

Initial conclusions: This is a lot harder than it looks!  Thermal losses don't scale directly with wall perimeter.
#483
General Discussion / Re: I made a Sun-clock in rimworld
February 09, 2017, 01:11:20 AM
Why that particular arrangement of pegs and squares?  Is the path of the sun asymmetric?
#484
Quote from: Bullet25 on February 08, 2017, 08:07:52 PM
Please for the love of god wait to release new content. New content always adds more bugs and you won't know if something that is broken is because a fix didn't work or the new content screwed it.
Quote from: tem112 on February 08, 2017, 08:12:51 PM
Release bug fixes first.

If you release new content and a bug fixes, you cannot determine if the issues are from the new content or the previous content.

It makes no sense to potentially create new bugs while detrimentally affecting your ability to identify and fix them.

My two cents... asking for two patches.
Quote from: swizard on February 08, 2017, 05:29:28 PM
From someone that is in IT and works with software updates all the time, make the refinements only update, don't introduce new issues if your goal is to remove old ones. you will have nothing to test against for improvement with out contamination.

I personally was on the fence until I really considered these points.  Release the bug-fixes now before the new content so that you can figure out what went wrong and how you broke things.
#485
Why is a "Kevlar Helmet" even a separate item?  Shouldn't it just be a Military Helmet made out of Synthread/Hyperweave/Devilstrand?
#486
General Discussion / Re: Diagonal combat defense?
February 07, 2017, 07:32:39 PM
How about:

# # # #
=======


You get less defense forwards, since you can't lean out from behind a wall and still be directly behind a sandbag.  But if anybody comes from the side, all your pawns can lean out for side shots while also getting sandbag coverage.  Haven't thoroughly tested this yet.

Taken to its logical conclusion it suggests a bunker like this:

===
=# #=
=   =
=# #=
===

Every pawn should have a 180 degree field of fire, and give a minimum of 2 firing positions for every direction.

Maybe you could even try a line:

===========
# # # # # #
===========

With the defensive directions being to the left and right, where everybody can lean out and shoot.

...
Of course all this will fail horribly if "lean-out" pawns in a row like this all shoot each other in the back of the head.
#487
General Discussion / Re: Cleaning bug?
February 07, 2017, 04:27:09 PM
Something I've found in roof-construction and crop planting, is that your colonists will often refuse to change the location of their job to any square adjacent to the one currently being worked on.

Then again, roofs go up in 3x3 areas, and I was planting trees which have an exclusion zone around them, so I might just be conflating things.
#488
General Discussion / Re: Thermodynamics 101
February 06, 2017, 11:14:46 PM
Energy lost via transmission through conduits?
Heat.

You are right that the lack of conservation of energy isn't game-breaking, since we are not operating in a closed system.  Heat enters and exits the map as the days and seasons change.  Bountiful sunlight streams down on your crops, forests, and solar collectors.  Wind blows in from parts unknown and turns your windmills.  Steam rushes up from cracks reaching the seething blood of the earth.

All of these give you external sources of energy that you can harness for your efforts.  The issue is "what happens to it".  Does it disappear like when you leave the Machining Bench on?  Does it come from nowhere like the super-powerful (1,000% efficiency) heaters and refrigerators?

The critical question though is: If the game's balance were based on real-world values for the production and consumption of electricity...would it still be fun?
#489
General Discussion / Re: Thermodynamics 101
February 06, 2017, 08:53:47 PM
Quote from: Shurp on February 04, 2017, 08:26:08 AM
If a sun lamp uses as much power as 9 heaters, it should create as much heat as 9 heaters, right?

Our greenhouses should need air conditioning even on ice sheets!
I'll let MRM answer this (emphasis added)
Quote from: mrm on February 06, 2017, 12:45:09 PMThe 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.

Quote from: stu89pid on February 06, 2017, 05:15:58 PMIt's been a few years since I got my chemistry degree, but this is absolutely NOT how thermodynamics works lol.

Light and heat are different forms of energy. Sure most light bulbs put out some heat, but this is not intentional and the heat loss is due to inefficiency, mostly in filament bulbs. You are likely familiar with LED lights which are much more efficient than a incandescent bulb, and also product almost no heat.
Heat is the "graveyard of energy".  All forms of energy eventually get converted into heat. 
Wall absorbs some light?  Heat.
Car comes to a stop using brakes?  Heat.
Hammer drives a nail into wood?  Heat.
Fading echoes of a ticking second-hand in an empty room?  Heat.
Construction crane drops an I-beam from 10 stories up?  Kinetic energy disappears with a crash, the noise fades away, and what do you have?  Heat.

The only energy in the grow-room that does NOT get converted into heat is if it gets stored as the potential energy of something else, usually chemical. 
-The 15% of light that hits a solar panel that (rather than making a "black thing hot") generates electrical-current that charges a battery? 
Not heat.  Chemical potential energy.
-The photosynthesis of the growing plant being illuminated by the grow lamps?
Not heat.  Chemical potential energy.
-Lifting an I-beam up 10 stories? 
Not heat.  Gravitational potential energy.

Quote from: travin on February 06, 2017, 06:53:29 PM
Quote from: Hans Lemurson on February 04, 2017, 06:35:37 PM
That's actually not true.  Creating heat is nearly always 100% efficient.
Actually, it is 100% true.

The point of a heater is to be as efficient as possible in converting energy to heat, while a motor is designed to be efficient converting energy into kinetic energy. Given the same energy input, one will produce more heat than the other. The same applies to lamps.

And so, as I said, equal energy input to differing systems does not produce equal heat output. This is basic physics.
Riddle me this:  If you have a heater that is only 90% efficient at converting Electricity to Heat, what form does the other 10% of the electrical energy take?  It's gotta become something, and that something nearly always ends up as...heat.

Just because something is 90% efficient doesn't mean that the Conservation of Energy stopped applying to the 10% remainder.

...
You can however correctly point out that RimWorld does not in fact obey the law of Conservation of Energy, as I showed with my Wood-Powered Tree-Farm, so I'm not totally sure where this leaves us. ;)
#490
Quote from: Thyme on February 06, 2017, 02:40:06 AMUsing a solar panel to cover most of the sunlamps drain, another power source combined with a battery to sustain the heating is definitely more resource friendly and efficient than Hans' approach with fueled generators. Using the sunlamp 24/7 is not recommended, the reasons are obvious. A switch shouldn't be neccessary for that if you make two independent circuits.
I think you're missing the point.  My question was not "What's the best way to grow wood in woodless lands?", it was "Is it theoretically possible to extract net energy from a closed system?"  And the answer turned out to be yes.

Only a total fool would try to power their Sun-Lamps with the very wood they are growing.  ;)
#491
Help / Re: Leather Recipe: Noob modder help
February 05, 2017, 03:46:14 PM
Thanks  for those resources!  They were a big help in sorting out my last little issues.

Human_Leather seems to be a valid thingDef to use in <exceptedThingDefs>.  No error reports and "Human Leather" doesn't appear as a valid ingredient!

I added a recipe that turns 10 leather into 10 Stitched Leather, and another special one for the Crafting Spot that just does a 1x batch in case you're stuck with remainders.

Mod complete!
https://github.com/HansLemurson/Stitched-Leather

#492
General Discussion / Re: Extreme Desert Challenge
February 05, 2017, 05:53:54 AM
Shade should actually made a difference for your personal heat level, not just ambient air temp.
#493
General Discussion / Re: Thermodynamics 101
February 05, 2017, 05:51:36 AM
Assuming the Sun Lamp is 100% efficient, each of the 100 tiles it illuminates with "bright light" should be receiving 16W/m2.  That's about 1/20th what you need to grow smokeleaf indoors.

Lolz.  People already complain about Sun Lamps being such power-hogs.  Imagine if they actually used 32,000 Watts!  ;D

I 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".

I wonder how miserable it would be to try to play a mod with "Realistic Power Consumption" that got everything obeying the conservation of energy.
#494
Help / Re: Leather Recipe: Noob modder help
February 05, 2017, 05:19:07 AM
I found my solution:
Quote from: Thirite on January 16, 2017, 01:04:13 AM
Get rid of the .tex in the file name

I realize now that I did not have to use such a deep file structure, especially since there is literally nothing to keep organized, but whatever.  It works and seems consistent with other things.

For the recipe, I basically copied Tammabanana's "Patched Leather" recipe, with a few tweaks of my own preference.

Is there any handy list of "All the things you would need to define to make a recipe work" anywhere?
...
Also, how would I go about excepting Human Leather from the ingredients?  The leathers are dynamically generated, so I don't think <exceptedThingDefs> will cover them.
#495
Help / Re: Leather Recipe: Noob modder help
February 05, 2017, 03:51:16 AM
I've got the resource to appear, but I can't get its graphic to load.

"Could not load UnityEngine.Texture2D at Things/Item/Resource/StitchedLeather in any active mod or in base resources."

How should I be arranging the file structure and/or naming the files?  Is there a difference between setting <texPath> versus <graphicPath>? 

I'm copying from the cloth template, but maybe the image I used doesn't could as a texture?