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Messages - Perq

#226
Reading all of this thread was heck of a ride. :D

I want A Friend to be my friend now. V: Some quality drawing and sense of humor I absolutely adore. Kudos to you, kind Sir!
#227
Quote from: Jstank on February 08, 2017, 09:00:15 PM
Easy Shrup!

Draft Erison and move him to the steel
Start a caravan
Tell Erison to pick up said steel
Redraft Erison
Move Erison to the desired drop off location
Go into Erison's inventory and drop the Steel

That is a big exploit with caravan's right now!

To be honest, everyone should be able to do hauling. I mean, they can carry stuff when on caravan at all times. Not to mention that when they are building stuff they are hauling.
While it might add some to the flavor of the game (and some silly stories), it causes way too many problems and exploits.
Another problem: pawns carrying things while on Caravan and then holding something in their hands while hauling.
#228
General Discussion / Re: Thermodynamics 101
February 09, 2017, 03:04:18 AM
Quote from: Thyme on February 07, 2017, 12:24:52 PM
Coolers actually have an efficiency above 100%. This is because they move heat rather than generating it. (They need x Joule of energy to remove y Joule of heat, while x < y; Heat output then is x + y). That is the reason ground heating works (not only works, but works cheaply).

Well, to be honest you can't really be talking about efficiency when it comes to cooling. From heating standpoint it is more than 100% efficiency, but when talking about cooling you care about the heat taken out of the cooled system. :P And that can never be above 100%.

While we're at it, I'd love to bring to attention that things like Absorption Heat Pumps exist. Honestly, in Rimworld-like conditions, this seems to be a very good idea. :V
#229
Push for the big release, if it saves your time. We are in Alpha after all, and the last thing we want is to stay here for long. :)
There is enough fun to be had with Alpha 16 to keep us entertained (and to be fair, a dozen of other games).

I've seen this happen to Starbound - developers dancing around modding and trying to not break save-files, meanwhile almost stopping the development of the game. I'd much rather have the game broken for some time and then being fully released half a year later than it being in a stasis for years because Timmy might cry about his save file being broken. :V
#230
Quote from: Stormfox on February 07, 2017, 06:58:25 AM
Perq, to extend on that concept:

Hunters should consider predators enemies and prioritize hunting all predators in a certain distance to the home territory before anything else. Hunters should also always form teams if possible when doing so.
Oh, yes, that too. Wouldn't want any of my colonists (even those with power armors and plasteel swords/charge weapons) to solo-hunt. :2
#231
General Discussion / Re: Mods making the game "to easy"?
February 07, 2017, 08:15:38 AM
Quote from: b0rsuk on February 07, 2017, 07:17:46 AM
Quote from: hwfanatic on February 07, 2017, 07:15:11 AM
Major offenders are mods that add things or mechanics the AI is not used to dealing with. Everything embrasure-like or anything defensive that the AI is simply not programmed to overcome.
Especially Combat Realism.

Gotta admit that idea of ammunition sounds interesting (more resource managing, cuz why not). Maybe the side-arms thingy (a small knife for rifleman and pistol for swordman? Dunno). But the rest is just a mess. Map-long ranges make melee weapons absolutely obsolete. More powerful turrets is even worse. Current turrets are already kind-of-overpowered in some scenarios... :V

Ps. Don't I remember you from somewhere? Weren't you posting on Starbound's forums? Think I remember you from somewhere.
#232
General Discussion / Re: Thermodynamics 101
February 07, 2017, 06:53:03 AM
Honestly, RimWorld's power scale is kinda awkward. :P
It is -50oC outside and you are inside of a building made of wood (so no good insulation)?
No problem, two 175W heaters will do the job... wait what. :D Either the wood is hyper-insulating, genetically modified mutant or we have a problem here. :P

While it MAY make sense for light devices to be comparable in energy consumption from game-play perspective, it makes absolute zero sense physics wise.

For the scale, a human being is rated ~100W for heating calculations (when calculating needed power for some in-door objects). So two pawns in a room should be making a major impact on the temperature inside, right? :P (by the way, it could be a cool idea to include pawn-heat into the room calculations... could make all pawns enter one room to survive overly cold winter, or something. :V)
Some other numbers:
- 2000W heater isn't a big one, even. 175W heater is, well, laughable. E-cigs have heating coils which reach 150W. That is a handheld device powered by 2 18650 batteries, and not a stationary generator or wind turbine, lol.
- 1kW generator is ant-scale. Typical stationary generators reach ~~15-50MW (that is 15 000kW), and that is only the electric power. In perfect running conditions they reach ~50% efficiency, meaning they generate as much heat (which could be used in heating... just sayian. This is called cogeneration, CHP in short)
- 1,6kW lamp should be heating the room with around ~80% of it's power. Old-type (as in non LED) street light bulbs were somewhere around 1kW. They generated it mostly in form of heat, of course.
- 250W deep-drill would take years to drill anything. Think this is also a good way to balance it a little bit, too, since it is very effective way of getting stuff.
- Most work benches have their power needs waaaay off. A metal-working bench taking as much power as 3 light bulbs? Daymn, son! :D
- A ship reactor (which runs on uranium) generating 1kW is... not even funny. :P How is it supposed to power dem-plasma engines with 1kW of power? Typical electric kettle exceeds that, lol.
EDIT: Bonus calculation point - An object 1km high in the sky weighting 100kg (an average person, lets assume) with Earth-like gravity has a potential energy of 100*10*1000=1MJ (lets assume that gravitation is constant at this height).
A 1kW engine would have to work for 16 minutes and 40 seconds (1000 seconds) to generate that kind of energy, assuming 100% efficiency, and completely ignoring everything else.
10 people is 2h 46m 40s.
This is ignoring ship's mass completely. And that other parts of the ships might need energy, too. V:
And 1km doesn't sound nearly enough to leave the planet. :P
#233
General Discussion / Re: Mods making the game "to easy"?
February 07, 2017, 06:34:13 AM
Quote from: SilentP on February 06, 2017, 04:26:27 PM
I've got a few hundred hours in RimWorld and I must say that I absolutely love the game.  I also love the mods that our awesome community has created for us.  I just wrapped up a nice game on an ice sheet with the average temperature hovering around -20°F.

The thing I'm noticing is some of the mods like "Prepare Carefully" "More Vanilla Turrets" and "Stacks XXL" seem to reduce the difficulty curve of the game.  For instance "Prepare Carefully" gives me the option to customize my pawns, thus removing pyromaniac traits and preexisting medical conditions.  "More Vanilla Turrets" give me the option to build gun emplacements to mow down enemy raiders regardless of available weaponry. "Stacks XXL" allow me to cram 1000+ meals in a 10x10 cooler without having to worry about more space and more air conditioners.

Do you guys think these mods make the game to easy?  Am I just playing on a low level and should up the challenge? I'm currently on Randy Random with Intense difficulty.  I ask because I'm starting to find the game to be a bit boring.

Well, why pick those then?

I'm using quite a lot of mods, but I find most of them balanced or QoL. I'm using additional arsenal from something-something-Vanilla Ice mod, which fills the gap between power armor and bullet-proof vests with protective armors. They still take a lot of time to make, they cost a lot of components and make your pawns very slow (non-powered). Balanced additional content which doesn't make game too easy = cool.

There are also plenty of mods which fix many of QoL problems that the game currently has, but Tynan will probably get rid of them at some point, so these are mostly temporary. These change little in balance of the game, and rather make some situations less frustrating.

All mods that add equipment that is overpowered for its cost, requires little resources to make, or no research is a no go for me.
Every mod that increases stack size is also a no-go, since stacks are small for a reason.
#234
Hello o/
I'm new around here, got an idea that might fix the problem in future iterations.

I think that hunters could be assigned to exterminate given type of animals, and when they are assigned for extermination, they are treated as enemies (so that turrets will auto-fire on them). Just like pawn collecting rocks to make bricks, hunters would hunt animals whenever they are assigned the job and there is an animal of given type present. That said, I'd also love to see melee hunters being a thing. :V

Same thing could be made with taming.