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Messages - Hans Lemurson

#511
Quote from: Thyme on February 01, 2017, 04:02:48 AM
Have you tried using one fueled generator for the heating and sunlamps on an independent circuit to power the sunlamps? You won't lose much growing time and get big savings on wood investment. Material cost is also less.

PS: Tree (all kinds) have a soil fertility sensitivity of 50%
Keeping the heaters on a separate grid isn't necessary.  Constant loads just means that the batteries are never involved and therefore cause no efficiency problems.

...Or do you mean have the Sun-Lamps on a grid where I can just manually shut down all the generators at night?

In any case, I got my fertile-soil tree farm up and running and found to my dismay (as you just pointed out) that my Poplars were only getting a +20% growth bonus, not +40%.  Profit margins just got a little thinner, but they will still be better than my normal-soil farm even though I'm using 3 generators for 2 Sunlamps instead of 5 for 4.
...No, wait, they will be identical.  :/
#512
You need an empty stockpile that can accept that item, in order for there be a place to haul it to.  Weapons and clothing can be worn and then dropped by a drafted pawn for more direct control.

If your pawn  "Incapable of Dumb Labor", then they are too haughty to haul items for the sake of the colony, but will do it for their own projects.  Such a pawn will refuse to cut down trees unless it is to clear land for planting crops, and will not haul harvested cotton unless it is to their tailoring bench for a shirt.

Additionally, you can force the transportation of building materials by ordering something to be constructed, and then cancelling it once the materials are delivered.
#513
Quote from: mrm on February 01, 2017, 12:37:47 PM
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.
I sent my doctor into combat because he had a really high shooting stat and I only had 5 guys.  I gave him a Sniper Rifle so he'd stay out of the front lines.  If I'd designed my bunker properly, he might have been able to kill his assailant before taking a Pila to the Thigh.  (Trading firing arc size for extra cover sounded like a great idea until the tribesmen came at me from the side.)  Fortunately I have a backup-doctor.  She only has a single flame of interest in medicine (unlike his burning passion) but she's not that much further behind than him.  They both started out at low medical skill and have been training up.
Quote from: b0rsuk on February 01, 2017, 04:27:04 PM
You don't have to keep doctors out of combat. Just give them survival rifles or sniper rifles. Very low chance of getting hurt.
Exactly!  Oh, wait...
Right.

Quote from: CrazyEyes on February 01, 2017, 04:45:46 PM
The game really should have something like plasteel bone replacements.  Colonists are capable of performing much more complicated surgeries (heart transplants and brain surgery) and crafting way more complex things than a hunk of molded plasteel (power armor, computers for research, etc).  The fact that there's no reasonable replacement for a shattered bone in the vanilla game is a bit silly.  The fact that the best solution for a broken radius is to saw the whole arm off at the shoulder and install a super-expensive bionic replacement just feels wrong.
Yeah, I'd like to think it could be surgically corrected.  A "Bone Transplant" sounds funny, but I think your suggestion of a Plasteel replacement-bone sounds pretty good.

My doctor is at 50% mobility which although not ideal, doesn't impair him from anything vital except for hauling.  Would a peg-leg put him back to 60% movement speed or 80%?  I don't like the idea of cutting off his entire leg just to deal with one broken bone if I'm only going to get a little bit of speed back from it.
#514
General Discussion / Shattered Femur: Treatment possible?
February 01, 2017, 03:25:55 AM
A lucky Pila tore into my doctors leg.  His injuries were fairly mild bleeding-wise, except that the femur was shattered and showed 0/25 HP.

Is the bone gone?  Fractured beyond repair?  Is it possible to fix or replace the femur without having to amputate the entire leg (which is fine otherwise)?

If the femur had been at 1/25 HP, would it have been a simple broken bone that would get patched up and make him walk with a limp until it healed?
#515
My bloodlust colonists also seem not to take any mood hits from butchering corpses for the dogs.
#516
This mod works great for me and does exactly what I had hoped it would:  Saves me annoying micro-work without fundamentally altering the game.

I could pause the game twice every day and issue massive switch-flicking orders for all my sunlamps, but it's a major pain in the butt and I keep forgetting and wasting valuable power.

Also I like how it signifies "night-time" when my pawns turn out all the lights and go to bed.
#517
General Discussion / Re: Extreme Desert Challenge
January 31, 2017, 06:33:03 AM
And you can't depend on food staying fresh like on the ice!
#518
Do high temperatures cause any problems (work speed, rest need, appetite, move speed...) besides heat-stroke?

Is there any difference between sun and shade, or is it purely a matter of ambient temperature?
#519
Quote from: Zhentar on January 30, 2017, 01:43:50 AM
25% of the tiles in a room need to be roofless before the air temperature is fixed to the outdoor temperature.
So maybe he needs to just expand the outdoors section?
#520
22 wood per day? 
Oh, I see, I misread "3 days, 9 hours" as 3.75 days.  I really liked that number too, since it made everything clean multiples.

This does explain why my wood surplus has been rather smaller than I had predicted.  Turns out I can't actually run both extra generators indefinitely at the same time.  Not without more tree plots.  I am going to need to get my new farms operational, but that requires that I invest ~700 wood in its generators before I can harvest the crop.  Actually since it's on fertile soil, maybe it will only cost ~500 wood.
#521
Here is a picture of my glorious fuel-farm and its double-cropping exploits.  It is recovering from a fuel shortage caused by my failed attempt to expand the operation.

Here we can see Poplars growing happily among Potatoes and Devil-Strand.  The trees in the potato-patch were planted randomly by the pawns, and the ones in the Devil-Strand were planted under my firm and direct guidance.  The random-pattern has 24 trees in a plot, but the carefully-ordered patterns in other plots have 30 trees.
#522
Double-Farming:
Crops of cannot be planted on any tiles adjacent to trees.  However, if you plant the trees AFTER sowing your crops, they will both grow side-by-side.  You can grow 60-70% intact fields of crops between freshly planted trees to nearly double the productivity of farmland.  Some micromanagement is required since the default tree placement is dumb, and you cannot replant crops without clearing the trees (so long-growing crops are ideal), but it's worth it when suitable farmland is scarce.

...It is also clearly an exploit, since it gets around the prohibition on planting crops next to trees and making tree-farming "free".  Not quite free since it does take some of the land and you can't replant until after harvest-time, but it still lets you get more out of your land than was likely intended.

edit: have a picture!  (This is part of the exploit report and not just me crying out for attention.  Honest!)
Quote from: Hans Lemurson on January 31, 2017, 12:48:53 AM
Here is a picture of my glorious fuel-farm and its double-cropping exploits.  It is recovering from a fuel shortage caused by my failed attempt to expand the operation.

Here we can see Poplars growing happily among Potatoes and Devil-Strand.  The trees in the potato-patch were planted randomly by the pawns, and the ones in the Devil-Strand were planted under my firm and direct guidance.  The random-pattern has 24 trees in a plot, but the carefully-ordered patterns in other plots have 30 trees.
#523
If I wanted to be perfectly optimal about it, I'd have my colonists flick the off switch on all of the Fueled Generators every night at 20:00, and on again every morning at 6:00 after they get up.  However, that sounds like a giant pain in the ass.  Turning the sun-lamps off every night at the right time was itself annoying enough that I had to download a mod to schedule those switch-flicks for me.

As it stands, the batteries are only charging for 10 hours, and at 50% efficiency this comes out to a loss of 5 Kilowatt-Hours out of a total 24kWH produced each day, which is still ~80% efficient overall.

...Granted, that is a major loss when considering the slim profit margins that a self-fueling tree farm operates on, but I'm not going to turn Rimworld into a "reflex clicking game" just for the sake of 4 wood/day.

...
In my current farm setup, I have 5 generators powering 4 Sun lamps with a couple batteries for stabilization and just enough extra power to run 3 heaters.  It consumes an easy to calculate 100 wood/day, and I harvest 4*28=112 poplar trees every ~12 days which on Rough difficulty give ~15 wood each at 40% growth.  Every 12 day cycle earns me ~1700 wood and costs 1200 wood in fuel.  My net profit is ~ 500 wood, which comes out to just over +40 wood/day, or enough to power Two extra generators!!!!  Yeah, I'm living the high life here.

The math of figuring out how much energy you actually have in a battery/sunlamp system is a little complicated but it all roughly simplifies to the following: Your night-time surplus must be 3x as large as your day-time deficit.  (Charging happens for only 2/3 as much time and at 1/2 efficiency)

Each Sun-Lamp therefore requires 1200W power (battery buffered) to maintain, which comes out to 24 wood/day.
#524
Maybe the victory should be building a spaceship AFTER you complete the journey to the AI?

...And then you find out that it was actually spamming its escape offer everybody on the planet, and you have to fend off hordes of raiders and migrants.  Once it has selected the fittest of this planet's crop, it then transplants them to new worlds to ensure the strength of humanity's seed.
#525
Quote from: Zhentar on January 30, 2017, 01:49:19 AM
You want to grow poplar, not cecropia. Although if poplar isn't native to the  biome, teak can be better for the blight resistance
Yeah, Cecropia only gives like 70% as much wood.  Poplars all the way!  (I'm in a tundra biome with a basically nonexistent growing season, and the native trees are Pine and Birch.)

I upped the difficulty to Rough and saw that the wood yield was down to 32 (or 16 per half-grown tree).  Where I once contemplated building my base expansions out of wood, I am now occasionally running out of fuel.  Fortunately there have always been enough 40+% trees to restart the system, but I'm not sure how I'm going to build up a surplus to expand the system.  You have to burn a lot of wood before you get your first harvest.

30 1x1s would work if all I were doing was tree farming, but my colony has been living off of crops that I plant down before the crop of trees goes in.  You can't sow crops next to trees, but if you plant the trees after the crops, they'll both grow to maturity.  You have to clear the trees and halt their replanting in order to sow the food crops.