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Messages - dkmoo

#91
Having played a lot of cold biomes, I wanted to figure out the best insulation methods. While many tests has already been done to conclude things like airlocks, double walls, etc.. I didn't see a whole lot test done on actual room shapes other than 1 post concluding using square rooms.  In real life, thermodynamics works by minimizing surface area/perimeter to reduce heat transfer, so in theory, circles work best.  In game, for the same room size, it makes sense that square rooms retain heat better than rectangular rooms, but taking that logic further, circular rooms should be even better. The problem is that making circles on a grid system is effectively a bunch of smaller horizontal and vertical sides that make up a curve, so if the game counts each of those edges, then circular rooms could have more "edges" than a square room, making it less heat efficient. I did my own little test. Results are rather interesting:

Short version: Circular rooms are better, but avoid 1x1 diagonals (ie, 45 degree) when making your curves.

Long version: See pic. Did three tests with 8 setups. each test has same room size. Outside temperature is -152C.
Test 1: Three rooms of 25 square size. Setup A retained most heat and B the least. C in the middle
Conclusion: It looks both the horizontal and vertical "edge" of each diagonal block is counted so heat is lost horizontally AND vertically. Making diagonal walls inefficient. So it looks like minimizing the "edges" is the way to go - A has least number of "edges" (20), followed by C (24), then B (28). Their temperatures follow the same pattern, making B the worst, even though it has the smallest "perimeter" in terms of wall blocks.

Test 2: 2 rooms of 61 square size. D retained more heat than E.
Conclusion: Even though both has the same number of "edges" (36). The circular room in this case is better because the "curves" are formed with 1x2 blocks instead of 1x1 block. This means that heat is only lost through the "long" edge, because the "short" edge is effectively a 2-layer wall, making heat loss from that direction minimal. In this set up, thermodynamics is working as nature intended. the circular set up has fewer "effective" edges so smaller heat loss.

Test 3: 2 rooms of 37 square size. G retained more heat than F
Conclusion: Confirmation of test 1 and 2 - Even though "circle" in theory is more efficient, using 1x1 (45 degree) diagonal walls will negate any efficiency gains from perimeter-minimization effects of a circular set up.

Therefore - make circles, but don't use 45 degree walls to make the curves.



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#92
Quote from: ArguedPiano on April 28, 2017, 12:12:08 PM
If they have good stats you could keep trying then sell to the next pirate merchant that comes by. At least get some value out of em.

Or sell, then buy them back. The Pirate merchants must have some more effective methods of convincing them so that they become perfectly obedient pawns that willingly join ur colony. =P
#93
I recruited a 99% yeaterday having never gotten above 0.55% in terms of success rate. Succeeded after about 8 months?

Just the luck of the draw.
#94


Quote from: Shurp liwww.espn.com/nba/team/_/name/sa/san-antonio-spurs nk=topic=31988.msg327445#msg327445 date=1493379327
I guess a fur duster and fur cowboy hat wouldn't be warm enough?

At least with the outfits system micro-ing their clothes wouldn't be too difficult.  When you see them heading to bed, switch them to their bedtime outfit and recruit/unrecruit them to get them to change.  But if everyone's not going to bed at the same time it would be hard to catch.

Or just save a bundle of energy in heating costs and let the bedrooms drop to -130 :)

Yeah they sleep at different times. Got a couple if pawns who hate eachother so trying to minimize their meeting time

Good point on the cowboy hat. It Fed won't be warm enough but tonight be fine for them to "slowly" go hypothermic for the amount of time they spend outside and still be back indoors safely.

Turning off heating will be my last resort and just live with the debuff.

Thanks!
#95
General Discussion / Slept in the cold AND too hot
April 28, 2017, 12:46:57 AM
Hey Guys, so in extremely cold biomes where my pawns have fur parka + fur tuque to survive the -130C, the "Maximum" comfort temperature is around 10 to 15C which still triggers the "slept in the cold" debuff. Raise the  bedroom tempurature any higher and they get the "too hot" debuff. I read around the forums and can understand that fine when you sleep ur not "supposed" to be wearing anything so for realism sake the "slept in the cold" debuff disregards the impact from clothing. However, it doesn't make sense to me that this logic is applied to check the minimum temperature to trigger "sleeping in the cold" but does NOT apply to check the maximum temperature to trigger if its "too hot"? To me this is a bug/hole in the intended realism logic that should be fixed.

How are you guys getting around this, short of micro'ing them to take off the parkas each time the sleep? or microing to have an "indoor only" outfit

I'm playing vanilla. 
#96
Just unroof the one square above the beacon you want to use, then Santa will deliver all your good thru the chimney.  ;)

Dezone the one square if you don't want stuff stored there and rot
#97
Quote from: SpaceDorf on April 25, 2017, 07:47:55 PM
Plaststeel, Steel and Components .. what else would I want from a trader ..

Haha it's -80C in the summer. Running low on fur parkas. Also got 2 beacon-ful of stuff that pirate merchants don't buy.

Thankfully an exotic good came in the dead of winter so I splurged bigly. Also bought some psychic/insanity lances to get those raiders with good coat - since they are always the ones that retreat and escape after seeing their inferior-parka'ed bretherens freeze to death on route to attacking my base. 700 silver for a fur coat/tuque is def worth it in my books.
#98
Hi All,

I'm currently on a Cassy extreme sea ice map and am getting desperate for resources. I'm going on year 3 . In the beginning I got a good mix of all of the traders but started sometime after year 1 i started only getting pirate merchants. I just had what felt like the 7th straight pirate merchant. I have a stable food/power supply and the base-building/construction materials I "could" get by with only steel/plasteel from mechanoids but the fur parkas are getting really threadbare. I'm already started micro managing by giving them cotton parkas indoor and only switch to fur parkas when they need to haul outside/fight raiders. a few more months of this and they will not survive winter outside of the base  or be able to fight off raiders outside.

Human raiders seem to have stopped coming as well - just fought off the 4th (5th?) mech raid...

Are the type of traders dependent upon some hidden attribute of my base? or am I just getting boned by the RNG gods?



#99
Quote from: GiantSpaceHamster on April 03, 2017, 06:38:01 PM
Quote from: dkmoo on April 03, 2017, 06:28:14 PM
Accepted a pawn chased by pirate/tribals that turned out to be useless? Just say "no thank you" and return him back to his chasers. simply draft the pawn and turn him around to fight the mob. He'll be quickly recaptured and the mob will leave your base alone and exit.

You'll get a few messages from them demanding ransom but you can just ignore it.

No mood rebuff

Don't forget to make him drop all his gear first! Wouldn't want to waste it =)

Yeah I did that in the beginning but realized the naked pawn dies too easily when fighting the mob and I get hit with debuff. Now I just leave it on, they rarely carry anything good anyway.
#100
Accepted a pawn chased by pirate/tribals that turned out to be useless? Just say "no thank you" and return him back to his chasers. simply draft the pawn and turn him around to fight the mob. He'll be quickly recaptured and the mob will leave your base alone and exit.

You'll get a few messages from them demanding ransom but you can just ignore it.

No mood rebuff

#101
General Discussion / Gay man just woo'd gay woman?
January 28, 2017, 11:55:23 AM
Hi. I didn't really find any posts for this so thought i'd ask. I'm relatively new to the game but I thought this wasn't supposed to happen based on what people have posted about the '"gay" trait (mainly, will never find the opposite sex attractive)?

So i had Kepler (gay male) and Onesan (gay female) in my startup colony. They had about 70-80 opinions of each other and I just saw Kepler trying (and unsuccessfully) woo Onesan. I thought their gay traits should make the wooing initiation impossible? Is the game's internal gender logic simply flipping the pawn's gender with the gay traits so that Kepler's seeing Onesan as a guy? But if that's the case I should also be seeing straight male trying to hit on a gay male but I never saw that.. Or is what i'm seeing just a bug of a much more complex gender/wooing/relationship logic?

I'll be keeping a close eye on them to see if they eventually become lovers...
Thanks