Just a small question to verify something. Does anyone else see a lot of titanium structures(about as common/more common than steel ones) appearing in their worldgen? Or is that just something happening to me.
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#167
Outdated / Re: [A13] Edge Technologies V0.12
April 10, 2016, 10:34:25 AMQuote from: Iwillbenicetou on April 10, 2016, 10:28:29 AM
What about plasteel? That thing's really important
Oh, right probably should add a screenshot of the new alloy forge. But, yeah you can make plasteel using the materials gathered in the mine(steel, cobalt and platinum to be exact) by smelting it together in the alloy forge.
#168
Outdated / Re: [A13] Edge Technologies V0.12
April 10, 2016, 10:03:42 AMQuote from: Canute on April 10, 2016, 09:59:30 AM
Does i understand it right ?
It is a stationary manual driller which can mine any kind of ore.
But you need to assign a pawn to mine.
Sounds interesting, special as early low tech variants.
Yup that's the gist of it. Though it's not an early game type, you'll need to go at least to having the high tech research table, at that point you can start mining. But if you want to become fully self sufficient you'll need the components workbench too.
#169
Outdated / Re: [A13] Edge Technologies V0.11
April 10, 2016, 08:27:09 AMQuote from: passi965 on April 10, 2016, 08:14:29 AM
Some Screenshots would be helpfull.
Still sounds interesting.
Not much to screenshot, maybe my lousy recolors and the menu's. But it might spruce the page up a bit.
#170
Outdated / [A14] Edge Technologies (V1.0 updated:14-08-16)
April 10, 2016, 07:07:40 AMEdge Technologies
Description
Currently the mod contains a sustainable method of gathering metals and medicine, a new power gen option, the ability to make new farmland and a couple extra metals(platinum, cobalt, titanium and titanalloy).
Download:
This mod requires CCL to function.
Download
Warning: to those who are updating from 0.20.1, remove all alloy forges you have in your saves before updating!
Changelog
Code Select
1.0 - From the ashes update. Adds a way to make medicine, some balances and fixes, and CCL integration.Authors
Mining robots, robotics, robotics bench and bioreactor textures: Mrofa.
Robot mining complex: JoeysLucky22.
Authors: Chaotix14, RalphFox
Future plans
- Balancing.
- Bash head against texture work. Which is currently the limiting factor in getting stuff done.
- High tech power solutions.
- More techy end game stuff.
How to install
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
- Always load this mod after Community Core Library.
licence
This mod is free therefore I require that any derivatives of this mod are free as well.
This mod may be added to any modpack as desired. Derivatives of this mod must contain significant changes and a different name.
If you publish a derivative of this mod or add this to a publicly available modpack attribute the original authors. And I request that you let me know about it.
#171
Ideas / Re: New power ideas
September 27, 2015, 07:04:51 AM
Hold on a tick, while I agree mostly on the verdict of the smokestack(Though it could serve as an early game option beyond solar and wind) I think we're cutting the corners a bit on the nuclear power plant. You can make the reactor run as long as you want/feels balanced on one piece of fuel. How about instead of putting it down as 0.01 uranium consumed per day, we put it down like this: 100(or however many you'd like) days run-time per uranium consumed. So instead of it requiring a regular consumption of very small amounts of uranium, make it take a full 1 unit(or perhaps actual fuel rods) and last a good long time. If you really wanted you could probably even make it in such a way that the spend fuel can be recovered and reworked to be used for RTG's. My verdict would be it can be done in a balanced manner, so yeah, but not via a steady supply mechanic and rather taking new fuel after a long cycle time.
The hydro generator: While a good idea at first sight.... It only takes seconds to start wondering, where exactly does the power come from? As far as we can tell the water is stagnant, and going far enough into the sea on beach maps to make wave power generators well it would require a boat or something to traverse the otherwise impassible water. Oh, and something to allow our colonists to build stuff underwater without you know drowning.
Verdict: No.
Lightning rod: Ah, an idea that sounds like it could work easily, however science is here to stand in your way. You see there are a few problems, which mostly are the reason why you don't see lightning rods power plants IRL.
The electrical charge is a big problem here, how do you make the rod seem more attractive than the earth to the lightning? Not that hard actually, make sure it has the opposite charge of the lightning strike you anticipate... And there we have a problem, even a partially charged battery would be far less attractive to lightning than the earth with it's neutral charge. So the battery would need to be empty to attract the charge, not that big of a deal right? Not really no, but then there's the other problem with charging a battery with a lightning strike. You see a lightning strike is only the positive or the negative charge, to charge a battery you need to take as much electrons from the + side as you push electrons into the - side, and lightning doesn't do that. You could set up a contraption to allow the excess electrons on the + side to flow into the earth as the lightning fills up the - side of the battery, but it'd be a bit complex to do so.
On to the next problem point, how do you make sure only either the negatively charged or the positively charged lightning to hit the lightning rod, because if the wrong kind hits that rod you'll lose quite a lot of juice. Problem is, there really isn't a good way to do this.
Finally, heat to seal the coffin with one last nail. Let's ignore all the problems with getting the lightning to hit and charge the batteries. The conduits we are working with can explode when suddenly the power from a couple of batteries is pushed through them. A battery holds 10 MJ(or 10,000,000 Joules), the average for negative lightning(the weaker kind) is about 500 MJ(50 batteries) and they can be several times as powerful as that. The average bolt of positive lightning is about 10 times stronger, in other words an explosion the size of 500 batteries. So yeah, let's try not to blow up our colonies with ridiculous ideas.
Verdict: nope.
Kinetic energy: Aside from the question under what kind of job you'd put that, I'd say it's viable. Trading the time of your colonists to produce power doesn't sound like a bad option when you desperately need that heater/cooler/cooker/guns or something else working but are stuck with low power during the night/eclipse. Though outside of those scenarios you'd need unrealistic amounts of power to be produced by colonists for it to be worth it.
Verdict: Not worth it.
The hydro generator: While a good idea at first sight.... It only takes seconds to start wondering, where exactly does the power come from? As far as we can tell the water is stagnant, and going far enough into the sea on beach maps to make wave power generators well it would require a boat or something to traverse the otherwise impassible water. Oh, and something to allow our colonists to build stuff underwater without you know drowning.
Verdict: No.
Lightning rod: Ah, an idea that sounds like it could work easily, however science is here to stand in your way. You see there are a few problems, which mostly are the reason why you don't see lightning rods power plants IRL.
The electrical charge is a big problem here, how do you make the rod seem more attractive than the earth to the lightning? Not that hard actually, make sure it has the opposite charge of the lightning strike you anticipate... And there we have a problem, even a partially charged battery would be far less attractive to lightning than the earth with it's neutral charge. So the battery would need to be empty to attract the charge, not that big of a deal right? Not really no, but then there's the other problem with charging a battery with a lightning strike. You see a lightning strike is only the positive or the negative charge, to charge a battery you need to take as much electrons from the + side as you push electrons into the - side, and lightning doesn't do that. You could set up a contraption to allow the excess electrons on the + side to flow into the earth as the lightning fills up the - side of the battery, but it'd be a bit complex to do so.
On to the next problem point, how do you make sure only either the negatively charged or the positively charged lightning to hit the lightning rod, because if the wrong kind hits that rod you'll lose quite a lot of juice. Problem is, there really isn't a good way to do this.
Finally, heat to seal the coffin with one last nail. Let's ignore all the problems with getting the lightning to hit and charge the batteries. The conduits we are working with can explode when suddenly the power from a couple of batteries is pushed through them. A battery holds 10 MJ(or 10,000,000 Joules), the average for negative lightning(the weaker kind) is about 500 MJ(50 batteries) and they can be several times as powerful as that. The average bolt of positive lightning is about 10 times stronger, in other words an explosion the size of 500 batteries. So yeah, let's try not to blow up our colonies with ridiculous ideas.
Verdict: nope.
Kinetic energy: Aside from the question under what kind of job you'd put that, I'd say it's viable. Trading the time of your colonists to produce power doesn't sound like a bad option when you desperately need that heater/cooler/cooker/guns or something else working but are stuck with low power during the night/eclipse. Though outside of those scenarios you'd need unrealistic amounts of power to be produced by colonists for it to be worth it.
Verdict: Not worth it.
#172
Ideas / Re: Changes to Chickens
September 20, 2015, 11:08:41 AM
So for anyone still interested in the original topic of this thread. I've been running a small experiment to check how much food per egg you get from a hen. Turns out it takes about 36% nutrition per egg. "But that's a horrible exchange rate, an egg is only 25% nutrition", I hear you say. It kinda is, and it kinda isn't. First and foremost let's take in account that the main reason you'd want a steady supply of eggs is to avoid requiring a steady supply of meat for fine/lavish meals. For fine meals the exchange rate is rather favorable, since it takes 25% nutrition veggy and 25% nutrition something else(meat/eggs), resulting in a meal that gives 90% nutrition, which means the egg(25% nutrition) gives 45% nutrition if used for a fine meal, sounds like a net gain to me. Lavish meals, well you get equal nutrition from the meal as the ingredients you put in them, not so favorable for egg farming.
And as we all should know by now, animals are a lot easier to feed than colonists. They can eat plants that have grown to 80% for 20% nutrition(dandelions are even 30% if I recall correctly), can eat the much most efficient crop(haygrass, which has the best yield per time for any crop on any soil) and if chickens become omnivores you can even feed them the mountains of human flesh that is regularly supplied to you.
So.... In their current state they aren't as bad as some people seem to think. They are perhaps not the most ideal animals, but they are not a waste of resources. Except excess roosters, but that's common among all animals and not chicken specific.
And as we all should know by now, animals are a lot easier to feed than colonists. They can eat plants that have grown to 80% for 20% nutrition(dandelions are even 30% if I recall correctly), can eat the much most efficient crop(haygrass, which has the best yield per time for any crop on any soil) and if chickens become omnivores you can even feed them the mountains of human flesh that is regularly supplied to you.
So.... In their current state they aren't as bad as some people seem to think. They are perhaps not the most ideal animals, but they are not a waste of resources. Except excess roosters, but that's common among all animals and not chicken specific.
#173
Help / Re: Dynamically increase stack size while on storage rack
September 13, 2015, 12:09:41 PM
You should probably take a look at MD2's deep storage containers. I'm not sure how Mipen does his magic, but it seems like he makes the pawn put the item onto one tile and then he adds that to the stack on the other tile which for some reason can go to ridiculous numbers(not complaining, I really like not having to make my storage area larger than the rest of the compound).
#174
Ideas / Re: Less Sappers!!!!!!!!!!!!!
September 13, 2015, 12:01:51 PM
Probably, I just like to have them panic in my ventilation system. Turns out that if I close the ventilation ports(MD2 extendable walls) it gets mighty warm in there.
#175
Ideas / Re: Mud/Lake removal
September 13, 2015, 11:57:34 AMQuote from: Boston on September 12, 2015, 10:42:33 PM
The thing about mud, lakes, and other bodies of water (marshes, mainly) is that they tend to lie in "low spots' in the terrain. So, you could feasibly remove the water, but the next time it rains, it will just fill in again.
For a "real world" solution, just have your colonists dig a drainage ditch to funnel the water out of the spot you want to be clear. Colonists in 1600's New England did it all the time, to the point where you can easily see these channels today. Very damaging, ecologically wise, but it works.
Another real world solution is to just dump a mass of dirt/sand/stone (or in NYC's case garbage) into the drink until you create solid ground that is above the waterlevel. Or like the Dutch used to and still do, make a wall to keep the water out and pump any returning ground/surface water out.
#176
Releases / Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
September 13, 2015, 06:17:58 AM
Here's a question, I've been wondering about a bit. If someone were to have a surrogate/synth heart would they still be at risk of an heart attack?
#177
Ideas / Re: Remove Turrets
September 13, 2015, 04:39:44 AM
Perhaps this may seem like something very meta, but isn't the fact that some raids will actively avoid your killboxes and heavily defended sides a reason to have the turrets, It's quite a lot easier for the game to calculate where to attack when you have a load of turrets focused in an area signifying "this is my killbox boys". It also adds a false sense of security towards enemies that will actively avoid your defenses.
Also if turrets are out of place, how about the massive raids where lives upon lives are just thrown at you like they have a massive population to back them. I mean we are in the rimworlds, it should be pretty desolate here, but somehow they manage to drum up armies of hundreds of people every year to just run into(and most likely die as a result) a small group of people trying to survive. You'd almost think there are some massive cities somewhere on the planet and not the small collection of tribes, outlanders and pirates that the game tells us there are.
I mean let's consider this: how many colonists would you need to comfortably send out a raid of 5 people, something that the game will throw at you quite early on. How many would you need to comfortably send away 10, and how many for 30.... See the problem? Even with all the ways to get new colonists, and even if you could add in human reproduction, you would need quite a large population to comfortably send out these rather frequent raids.
Also if turrets are out of place, how about the massive raids where lives upon lives are just thrown at you like they have a massive population to back them. I mean we are in the rimworlds, it should be pretty desolate here, but somehow they manage to drum up armies of hundreds of people every year to just run into(and most likely die as a result) a small group of people trying to survive. You'd almost think there are some massive cities somewhere on the planet and not the small collection of tribes, outlanders and pirates that the game tells us there are.
I mean let's consider this: how many colonists would you need to comfortably send out a raid of 5 people, something that the game will throw at you quite early on. How many would you need to comfortably send away 10, and how many for 30.... See the problem? Even with all the ways to get new colonists, and even if you could add in human reproduction, you would need quite a large population to comfortably send out these rather frequent raids.
#178
Help / Re: Prosthetic parts question
September 12, 2015, 01:52:27 PMQuote from: Tormound on September 12, 2015, 01:46:11 PM
I thought that was part efficiency?
I'm not sure what part efficiency is for. Maybe for parts like the peg leg that have a less than 100% efficiency. But I'm pretty sure the offset value is what changes the capacity. Maybe they have an influence on one another. Like say an offset of 0.2 and an efficiency of 1.2 coming out with a final value of 144%.
#179
Help / Re: Prosthetic parts question
September 12, 2015, 01:43:05 PM
The offset is the amount it changes the capacity value. Capacity mentions a specific body function like moving. So let's say there is an offset of 0.2 on the moving capacity, this means it'll give a +20% to moving. If it's a -0.2 it translates into -20%.
#180
Help / Re: Texture modding for a confused newb...
September 12, 2015, 01:33:38 PM
I guess we're at opposite ends of the spectrum then. I can mod a variety of things as long as it doesn't require assemblies, if I have example codes to look at or have figured similar stuff out previously(most of it is just from blind staring the code until I understood it). But making any texture work that is even remotely visually pleasing is like trying to perform brain surgery with an excavator.

