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Messages - Perq

#211
General Discussion / Re: Thermodynamics 101
February 13, 2017, 03:16:02 AM
Quote from: carewolf on February 10, 2017, 04:38:55 PM
Quote from: mrm on February 05, 2017, 06:36:40 AM
Quote from: Hans Lemurson on February 05, 2017, 05:51:36 AMI 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".

Yes and i forgot about those. Such heater should have at least 2kW to heat up a small room. If i remember correctly, we need around 100W to heat up a 1m2 in winter, with good thermal isolation etc. Without isolation (steel or stone walls) it should be 200W or more. So for small rimworld bedroom 4x4 with very poor isolation and a thin steel tile roof, we need at least 3kW to keep it warm.


I grew up in a house with electric heating and cold winters. We had 1000-2000W heaters in each room depending on size. But the didn't actually use anywhere near their maximum capacity most of the time. On average a 20m² room would use 100-200W of heating. The full power is only needed to warm a cold room in a reasonable time after airing out (which also meant you couldn't reheat all rooms at the same time as that would blow the fuses to the entire house).

Absolutely not. You either had super-efficient insulation (like spaceship level efficient), or it was like 10oC outside. :V I actually have masters in power engineering (if something like that exists in the west - it sure does here, in Poland :D), and I can guarantee you that 200W is nowhere near enough for a free-standing house to be heated during cold winter. Again, a human is considered to be a source of 100W of heat. This would mean such room could be heated by simply adding 2 people to it, which is obviously bollocks. :V

Also, if you had electric heating in your house (and only that) fuses were also designed to be able to operate in such conditions. If I were to guess, I'd go with three-phase on that, but nothing guaranteed. :2

If you really want me to, I can make you some calculations for the designed heating power (or whatever it is called) - the way you determine how much heating capacity you want to have in your house.
#212
General Discussion / Re: Best and worst skills in A16
February 13, 2017, 02:33:47 AM
Quote from: Sola on February 10, 2017, 06:45:50 PM
Good skills:
Cooking - An interest in this is great to have.  at 6, fine meals cost just as much resource as a simple meal, and provide a mood boost.  Higher skill is faster cooking, and this game is all about managing time.

Research - An interest in this is great to have.  Even if the colonist starts at zero, your one dedicated researcher will eventually be able to carry your technology by himself.

Less Important:

Crafting - Great for rocks, but partially offset by having a workshop with two tools cabinets.  You can make a fully functional army entirely comprised of drops from raids, though.  Tailoring is a non-issue.

Medicine - Good if you have it, but even a colony of zero-medicine pawns can keep you alive.  Glitterworld medicine makes up for a lot of shortcomings where bionics are involved.

Don't really care:
Melee - I'll equip all my shooters with clubs and swords if the need ever arises.  Not once have I said, "I wish I had someone with 15 in melee right now."

Social - Someone will come with a passable value in this skill eventually.  I can keep my desired pawn imprisoned and try indefinitely until then.

Animals - I really tried to like this, but taming is just too risky, and training will happen eventually.  I don't really need that dog to start hauling any time soon.
I tried to force-tame bears in a couple colonies, and even when I had a 16 animals guy on it.  He tamed two bears, then died to a third one after a failed taming attempt.  Simply a terrible risk:reward ratio.

Art - There are other ways to get beauty in your room.  There are other ways to get money.  Art is largely a non-issue for me.

Cooking - yup, the game is about managing time. And this is why having a good cook is vital. Food poisoning slows down your work flow immensely (50% if I remember correctly). So this is way more than just mood boost and little faster cooking. :P     
   
Crafting - depends on what you define as army. If you aim at bullet-proof vests and some basic weapons, then yes, drops will be enough.
If you wan power armors and charge rifles, crafting is essential. Not to mention that crafting enables you to get long-term components, which are crucial to get if you plan to get your 10+ colonists from the planet. :P       

Glitterworld medicine makes up for it, when you have it. When you don't, either shit hits the fan or you have one dude who can save your day.

Melee - And this is because melee is very powerful. :V Afaik melee skill increases the base damage of the weapon by a %. A good quality plasteel sword wielded by a skilled pawn can deal around 25-30 damage per swing, every 2 seconds. Needless to say, unarmored pawns lose limbs left and right to such pawns. :V

Social is a tricky one. One the one hand it is useful when trading (yes, that 7% bonus does change a lot), but on the other there are very little occasions to train it, other than keeping that 99% prisoner as a chat partner to our charisma pawn. TBH, it feels like an exploit.
I think some of these skills should be far higher at the moment you get such colonists (if it applies to them, of course), but grow way slower, say only when making a successful deal (the higher the amount of traded goods, the more exp, but still low). So that a colonists with trader history can actually trade, and don't have to talk to prisoners in order to learn it. :V
What I'm saying here is that some skills should be almost permanent - once you get a pawn that has a history of doing something well, he should be able to do it well but others who didn't start with it would not learn it easily.
#213
Quote from: Jstank on February 12, 2017, 11:46:12 PM
Neat fact, have you ever tried to put a solar panel on an ice sheet near the poles?.... You don't get very much power because the rays of the sun hitting the planet do not come in at 90 degrees. This is simulated in the game by percentage power gain of the panel. You actually get VERY LITTLE power from the solar panels here.

I can confirm that, and that is neat. :)
#214
Quote from: skullywag on February 10, 2017, 03:54:08 AM
Ok heres how i see it. Ill admit its not perfect however. When hunting i can down a deer and carry it back to the truck. I do my grollocking indoors. Once all the bits of the deer are removed theres no way i can carry all that, its like having a bag for all the parts. In the bag you can carry it, no bag is gonna be difficult to carry. Ita not all about weight.

Unless that bag is an elephant. :@ Then it kind of becomes a problem of weigh. Not saying that you shouldn't be able to haul rabbits, foxes or even deers - this is something most people can do. Problem starts with animals which are extraordinarily big like elephants, rhinos and so on.
#215
General Discussion / Re: Post a cool tip you know about!
February 10, 2017, 04:15:26 AM
Playing pool while sitting... what?! :D
#216
Quote from: O Negative on February 10, 2017, 04:00:02 AM
Your tile (hex) is in the umbra of the eclipse, and is the only real tile effected at that time. There's your explanation :D
Riiiiight... :P
#217
General Discussion / Re: Best and worst skills in A16
February 10, 2017, 03:58:52 AM
Growing is super useful because there is never a point where the job is done. There is always something to plant.
Animal handling, research and construction (to some degree) suffers from it. Once you get your most important research projects done, research becomes absolutely useless. And once you get all your animals trained, animal handling becomes useless.

I think there simply should be things that pawns having those skills can perform to never be obsolete.
Few ideas:
- Animal handling skill of the owner affects the rate at which animals haul, help colonists and so on. I'd put a limit on how many animals can one handler have, preferably scaling with his skill level, so that having more than one would be profitable.
Have the hauling/help skills of animals be a deteriorating bar - if there is no handler to take care of animals, they will continually go wild, and stop doing what they are supposed to.
Because handler would have to spend far more time taking care of animals, I'd increase the rate at which animals haul, and also enable them to haul outside of the area they are directed to, so they are more useful overall. Maybe add something else that animals can do. :?
- Research affecting medical skills, or something. D: Or construction and medical? Simply expanding the research tree, so that you quite never can research everything and instead have to chose what kind of colony you will be can help.
- Construction isn't that much affected by it, since you can build things and sell them (which I personally find very tedious), but I guess something could be added to it. No idea what, tho. :V
#218
Quote from: RawCode on February 10, 2017, 02:29:31 AM
more complicated != more fun.

Agreed, but as-is it doesn't make much sense. :@ Neither what I'm suggesting is complicated that much. I think. D:
Overly complicated without any fun/decision making would be adding separate organs of animals, or different quality of skin/furs/meat that is being harvested. It doesn't add anything new to the gameplay, any new themes and so on.
Arguably, we have different kinds of meat that do the same thing, making it very complicated, yet not very impactful. :2
#219
Quote from: taha on February 09, 2017, 10:52:37 AM
I did not wanted to post here. Obvious reasons. Eh.

- research ship reactor
- build ship reactor
- build walls around it 1 tile away
- build roof
=>Power under the roof. Like geo power but placed where you want it.

- make killbox
- place firefoams in crossfire area
- throw molotov when raided
=> better than rock chunks and provides no protection for attackers

- place bill for sniper rifle
- wait for >50 work left
- click on unfinished rifle and cancel it
=> crafting training & no material wasted

- surround base with 2 lines of graves
- fire can't burn graves
=> fire proof perimeter

1. Hardly an exploit. Ship reactor is massively overpriced for just energy.
2. Eh, well, I'd call it creative use of mechanics, and not an exploit. Would it work that way, anyways? :P
3. Canceling a project in progress does waste material. Check how much you get back when you do so.
4. This is kind of an exploit since graves don't cost anything. You can do similar thing by covering the ground with concrete (or anything else). Think graves should be able to get overgrown by plants, so these plants can burn. Arguably, full graves should overgrow faster... :V (kind of fertile ground, eh?)
Graves being overgrown could add another thing pawn could do - take care of graves of their beloved ones .-. (these pesky raiders can rot, tho. :V)
#220
General Discussion / Re: Post a cool tip you know about!
February 10, 2017, 02:30:03 AM
Well, this is... bad? :@ Why would it not matter? How can you hit something you cannot see well?
Does this mean hit chance is not longer affected by the night?
#221
General Discussion / Re: Post a cool tip you know about!
February 10, 2017, 02:14:36 AM
Quote from: FalconBR on February 10, 2017, 12:22:14 AM
Place chairs, stools or armchairs (preferable) in front of all work stations, I didn't know about that, just discovered in alpha 16...
I don't know if you can place chairs in mortars! I try next game!

Tried it with mortars - doesn't seem to work. :2 Does for everything else, tho.

Thing I got to know recently:
Bunkers are actually very good - cover from being in dark area (under the roof) adds quite a bit of cover, making it even harder to hit you.
Still trying to come up with the best design, but it seems to be far better than simple sandbag wall. :2
#222
Quote from: Tammabanana on February 09, 2017, 05:26:33 PM
Quote from: FreyaMaluk on February 09, 2017, 03:00:27 PM
Now that my favorite Rimmodders have spoken... I feel like I have to change  my opinion on the topic.... They really want the update ASAP and their reasons are valid: they might be able to identify errors quickly if the changes are less... makes sense to me....

Yeah, I'm also inclined to defer to more experienced modders. Move mine from "all in one" to "release in pieces", too. (Thanks for the clarification on Harmony, Zhentar!)

Hearing them out, I also changed my mind. :D
BUT, to be honest, I think Tynan will know the best, no matter what vote will look like. :P Given the decisions made so far, I trust he knows what he is doing. :2
#223
It is? o_o I must be blind. Or my monitor is tilted. D:

Then only the problem of local eclipses remains. :P
#224
So, you know how it is - one pawn can haul Thrumbo, or anything else that then is turned into stuff that single colonist cannot haul.
I've got a while showering idea (actually 2):

a) Why not have colonists drag bigger animals, considerably slowing them? Adding to another idea, which was hunting parties, two or more colonists could drag bigger animals together, making it quicker (bonus points for colonists interacting socially while doing so - hunter couples and so on). Given it would increase the difficult of getting meat from animals, the amount of meat could be potentially increased (but just a tinny little bit).

b) Have the animal butchered at the spot. It would result in meat dropping all around, and you'd need pawns to haul it back to home (at this point some sort of carts or wheelbarrows would be a nice idea). While we're at it, I think we could add bones to the stuff we get from butchering animals. Bone armor (and spears) tribals attacking your colony, anyone? :V
Going further with the additional stuff dropped by butchered animal, I think there could be another item that can get generated when butchering animals - organic remains. These would be all sort of non-meat (or simply meat wasted in the process by inexperienced butcher) parts of an animal that could be used for refining it into oil (for example). It would simply also force you to clean it, and have an area to store it (since it isn't a pleasant thing to look at :V).
The amount of these remains would of course depend on the cooking level of the butcher - higher level, less remains.

What do you think?
#225
Just like Earth. :P Also, events like Eclipse and so on should be applied to all colonies.

Toxic fallout should affect large portion of the planet, too (maybe visible on the world map?)