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OwlFancier
Aug 22, 2013

SatelliteCore posted:

I don't think I understand how power works. Do I have to worry about where things are placed along my conduits for things to receive optimal power?

For instance, I have 2 wind turbines, 1 solar panel, and a geo thermal generator. I am still getting outages at nights and I'm not even running my sun lamps. I have 4 batteries dotted around but they don't seem to cut it at night.

My geothermal is from outside the area and is "plugged" into a battery in its building and then it goes out to a solar panel (the closest thing).

Do I have to string them in a way that provides optimal connection or is it more of a "gross" system.

Sunlamps use massive amounts of energy and batteries charge at 50% efficiency, so to run something during the night from a solar panel you need:

Enough power to run it during the day

Twice as much as it needs on top of that to charge the battery enough to run it during the night.

To run something 24/7 you need to be generating three times its power requirement for at least half the day. Taking into account sun angles and winter day lengths, you will need a huge amount of solar panels.

Which basically means that you need a lot more than you think you do to run things, and also that your thermal plant is far more valuable than you might think because it is not subject to that 50% battery charging tax, because it outputs its power all the time.

The wind farms will vary wildly and are also affected by trees growing in their path, make sure you keep them clear of trees or other obstructions like walls or they will have virtually no output.

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Willfrey
Jul 20, 2007

Why don't the poors simply buy more money?
Fun Shoe

bird food bathtub posted:

Fun fact, wood floors are immune to fire! I make a two-wide fire break around my entire colony out of wood flooring then ignore like 90% of all fires. This is usually back stopped by the disposable wooden wall I put up just to keep carnivores out.

Wait what? Is this a troll? I am fairly certian I remeber a pyromaniac burnining himself alive in my wood floored stockpile room.... But was it because of the wood floors or all the poo poo lying around i cannot recall

Zhentar
Sep 28, 2003

Brilliant Master Genius
It was all the poo poo lying around. No type of floor burns.

Danaru
Jun 5, 2012

何 ??
Just had someone binge on wake-up because of their alcohol withdrawal, turns out two doses of wake-up is enough to get you addicted. :cripes:

HarmB
Jun 19, 2006



AceClown posted:

Just be aware that if you're placing lots of lighting down, in vanilla, that poo poo draws power like you wouldn't believe.

There's a mod that tones it right down and TBH it's a must have for me.

What mod is that? I like my colony to be well-lit.

Azhais
Feb 5, 2007
Switchblade Switcharoo

Beer4TheBeerGod posted:

How do you guys deal with lightning-induced forest fires? Just have fireproof walls?

Generally, or I build a 3 wide strip of concrete around the danger zone

Thefluffy
Sep 7, 2014

Danaru posted:

Just had someone binge on wake-up because of their alcohol withdrawal, turns out two doses of wake-up is enough to get you addicted. :cripes:

also the rimworld wiki claims that even just one dose of wake-up is enough to guarantee a heart attack 2 years later or so. THANKS TYNAN :jerkbag:

Thefluffy
Sep 7, 2014

Sigourney Cheevos posted:

What mod is that? I like my colony to be well-lit.

Well there is this one that straight up cuts basic standing lamp power draw by 2/3rds http://steamcommunity.com/sharedfiles/filedetails/?id=727862986
And there is a bunch of LED light mods with this one as an example http://steamcommunity.com/sharedfiles/filedetails/?id=760900903
all depends on how much :effort: you are feeling like doing.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
"Recreational drugs give you superhuman abilities" vs "you will almost certainly die if you use this" I'm not sure which is the less awful game mechanic.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
I decided to do a sociopath club using Careful Preparation. My goal is to welcome everyone and encourage them to stick around. You're either part of the club or part of the profit!

Danaru
Jun 5, 2012

何 ??
I really wish you could get an hour or two of guilty time after taking a prisoner, so often I have them bleed out the second they hit the bed, and every colonist goes "HOW COULD THIS HAVE HAPPENED" like they weren't the ones who just got shot at by them :mad:

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
How do I get these assholes to clean up after themselves?

Azhais
Feb 5, 2007
Switchblade Switcharoo

Beer4TheBeerGod posted:

How do I get these assholes to clean up after themselves?

Set someone that hangs around the base to cleaning as their #1 job. Take a while up front, but doesn't take much of their time after its set up.

Killer-of-Lawyers
Apr 22, 2008

THUNDERDOME LOSER 2020
Get the robot mod and get a loving roomba.

But yeah, just set a dedicated janitor. Do it to your military guys or someone like that.

Cup Runneth Over
Aug 8, 2009

She said life's
Too short to worry
Life's too long to wait
It's too short
Not to love everybody
Life's too long to hate


Danaru posted:

I really wish you could get an hour or two of guilty time after taking a prisoner, so often I have them bleed out the second they hit the bed, and every colonist goes "HOW COULD THIS HAVE HAPPENED" like they weren't the ones who just got shot at by them :mad:

Turn off their medicine in the Health tab so they get treated immediately, take them prisoner with your doctor(s), and don't capture people who are less than an hour from death.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Killer-of-Lawyers posted:

Get the robot mod and get a loving roomba.

But yeah, just set a dedicated janitor. Do it to your military guys or someone like that.

There's a Roomba mod? That's awesome.

Icedude
Mar 30, 2004

I only just picked this up the other day, and I've been wondering two things. Is there a reliable way to get more colonists? I got one in the first week (rescued from an escape pod), but haven't had any since. Also, is there a hard cap on the number of colonists? If I set up a scenario where a new guy arrives every week, will my colony evenually get 'full', or will it just keep growing until an inevitable murder spiral wipes almost everyone out?

Cup Runneth Over
Aug 8, 2009

She said life's
Too short to worry
Life's too long to wait
It's too short
Not to love everybody
Life's too long to hate


The likelihood and severity of certain events depends on how big your colony is. Storytellers have a minimum, maximum, and critical population; below that minimum they send you more colonists to get you up to it, above that maximum they send you threats to wipe out your population.

Killer-of-Lawyers
Apr 22, 2008

THUNDERDOME LOSER 2020

Beer4TheBeerGod posted:

There's a Roomba mod? That's awesome.

https://steamcommunity.com/sharedfiles/filedetails/?id=724602224&searchtext=

Yep. There's also another mod for that, robots++ that adds crafting bots, medical droids, construction robots, and kitchen bots, as long as the ability to make them. It's a nice mod though in the base. Passing ships in 5000 AD should very well sell delivery drones and roombas.

Thefluffy
Sep 7, 2014

Cup Runneth Over posted:

The likelihood and severity of certain events depends on how big your colony is. Storytellers have a minimum, maximum, and critical population; below that minimum they send you more colonists to get you up to it, above that maximum they send you threats to wipe out your population.

well that explains why randy was giving me freebies like candy the first year only to poo poo diseases all over me in my current year.

boner confessor
Apr 25, 2013

by R. Guyovich

Icedude posted:

I only just picked this up the other day, and I've been wondering two things. Is there a reliable way to get more colonists? I got one in the first week (rescued from an escape pod), but haven't had any since. Also, is there a hard cap on the number of colonists? If I set up a scenario where a new guy arrives every week, will my colony evenually get 'full', or will it just keep growing until an inevitable murder spiral wipes almost everyone out?

you're not "supposed" to have a bunch of colonists. the dev of this game sees it as a story generator, so each of your people should be unique enough to where losing them hurts. most people want to play it like it's space fortress where you keep growing a town, but the dev's (unpopular) vision is more like a tight narrative. so without mods you wont be getting a ton of settlers. the most reliable way to get new colonists is to capture and convert them from raids, which is a slow and expensive process

Cup Runneth Over
Aug 8, 2009

She said life's
Too short to worry
Life's too long to wait
It's too short
Not to love everybody
Life's too long to hate


boner confessor posted:

you're not "supposed" to have a bunch of colonists. the dev of this game sees it as a story generator, so each of your people should be unique enough to where losing them hurts. most people want to play it like it's space fortress where you keep growing a town, but the dev's (unpopular) vision is more like a tight narrative. so without mods you wont be getting a ton of settlers. the most reliable way to get new colonists is to capture and convert them from raids, which is a slow and expensive process

Are you suggesting that Tynan Sylvester, author of Designing Games: A Guide to Engineering Experiences, engineered an experience that people don't like?

Coolguye
Jul 6, 2011

Required by his programming!
getting anything done in this game requires that you give each person ONE and only ONE primary job. this is triply true if the job in question is a big one, such as cooking, growing, or cleaning.

it's fine to put a couple of 1 priorities on stuff that is infrequent but important when it comes up, like firefight, flip, and patient, but when i get, for example, a bodyguard who is good at shooting poo poo and nothing else, he's getting a rank 2 on cleaning and that's his job for the rest of eternity.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Coolguye posted:

bodyguard who is good at shooting poo poo and nothing else, he's getting a rank 2 on cleaning and that's his job for the rest of eternity.

100% consistent with lived experience of modern combat troops. Subject-matter experts on Mop & Broom Operation, also the major activities which occupy your waking time while deployed into a war zone, in order, are 1) cleaning and/or organizing and/or fetching and/or delivering poo poo, 2) reading, playing video games, or watching bootleg movies, 3) masturbating, 4) mission and job-related poo poo.

e: VVV my understanding is that the storyteller difficulty curve resets when you move to a new map, or actually that each map has its own difficulty progression rating which comes down effectively the same thing.

LonsomeSon fucked around with this message at 09:08 on Jan 18, 2017

tudabee
Jan 1, 2007

How many times must I remind you to WASH YOUR HANDS?

I never understood the whole "but thou must leave the planet" thing for a lot of reasons, one of which being that my original colonists have always been dead by the time it was possible, raising the question of why the remaining colonists would have bothered. They got weed, booze, and those whiners yammering about glitterworlds are dead, dunno what else you need.

The "travel to the ship" ending seems more interesting from a story perspective, I guess. Do the non-Randy storytellers keep escalating their bullshit as you move to other maps?

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Coolguye posted:

getting anything done in this game requires that you give each person ONE and only ONE primary job. this is triply true if the job in question is a big one, such as cooking, growing, or cleaning.

it's fine to put a couple of 1 priorities on stuff that is infrequent but important when it comes up, like firefight, flip, and patient, but when i get, for example, a bodyguard who is good at shooting poo poo and nothing else, he's getting a rank 2 on cleaning and that's his job for the rest of eternity.

Yeah poo poo doesn't really start to get handled properly until you have about 7 dedicated specialists.

Der Kyhe
Jun 25, 2008

endolithic posted:

I never understood the whole "but thou must leave the planet" thing for a lot of reasons, one of which being that my original colonists have always been dead by the time it was possible, raising the question of why the remaining colonists would have bothered. They got weed, booze, and those whiners yammering about glitterworlds are dead, dunno what else you need.

The "travel to the ship" ending seems more interesting from a story perspective, I guess. Do the non-Randy storytellers keep escalating their bullshit as you move to other maps?

Because before the Wanderlust-update you ended up strip mining your entire map and you cannot produce some items onsite from renewable sources, so there had to be an end-game where you finish by leaving the area.

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
Speaking of trekking the map, Fluffy's blueprints mod is insanely useful. I wish I had this back when I played Zeus+Poseidon, Pharaoh+Cleopatra :v:

If the memory leaks involved in generating new maps (I imagine it will hit after some time even on the smallest sizes) are smoothed out to some extent then you could have your own raider band just running around the world and attacking people. I hope Blueprints makes it as an official addition.

Chalks
Sep 30, 2009

I had a fire in an indoor haygrass farm which was basically just a wooden walled building but almost as soon as the fire started the temperature inside the building shot up to over 250 degrees. What decides how hot rooms with a fire get and how quickly? I've had fires inside my complex in the past but I've never seen anything like that.

Is it because the room was filled with flammable haygrass? I didn't realise a setup like that would be such a huge danger.

Teikanmi
Dec 16, 2006

by R. Guyovich
Size of the enclosed area, how many fires in the area, how much ventilation it has (is it covered by a roof? exposed to the outside? does it have some/many missing roof tiles? does it have vents?) and if the doors are open or not.

Unless you have firepoppers you should be really careful about indoor area with tons of flammable stuff. I lost one of my original colonists when a battery shorted in the storage room and I lost basically everything I had been stockpiling because it spread so quickly and anyone who went inside to put it out would either get heatstroke instantly or just collapsed and was consumed by the fire. Good times.

Carcer
Aug 7, 2010
It can be useful to keep grenades, a minigun or some other high damage quick firing weapon around to punch holes in walls when theres a fire. Deconstructing takes too long and I think the outrush of hot air can actually hurt anyone standing right next to the deconstructed wall.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


It's too bad vents can't be opened and closed. For that heygrass barn fire you could deal with the massive temperature by opening vents to outside.

straw man
Jan 5, 2011

"You're a bigger liar than I am."

boner confessor posted:

you're not "supposed" to have a bunch of colonists. the dev of this game sees it as a story generator, so each of your people should be unique enough to where losing them hurts. most people want to play it like it's space fortress where you keep growing a town, but the dev's (unpopular) vision is more like a tight narrative. so without mods you wont be getting a ton of settlers. the most reliable way to get new colonists is to capture and convert them from raids, which is a slow and expensive process


Cup Runneth Over posted:

Are you suggesting that Tynan Sylvester, author of Designing Games: A Guide to Engineering Experiences, engineered an experience that people don't like?

Heh it's suddenly clear to me why the vanilla experience is so unsatisfying, he made this amazing open-ended simulator and then used it to "engineer an experience" heh

Chalks
Sep 30, 2009

Carcer posted:

It can be useful to keep grenades, a minigun or some other high damage quick firing weapon around to punch holes in walls when theres a fire. Deconstructing takes too long and I think the outrush of hot air can actually hurt anyone standing right next to the deconstructed wall.

Yeah, fortunately the structure had wooden walls so as soon as the fire burned through the wall the area became outdoors and the temperature dropped.

I'm currently in the process of replacing my wooden walls with stone ones in the main complex and dotting fire suppressor things around.

SatelliteCore
Oct 16, 2008

needa get dat cake up

Do the fire poppers actually travel through walls like their radius says or does it stop at obstructions?

Mammon Loves You
Feb 13, 2011
For anyone playing with the Lovecraft mods, is there any way to stop your animals from going insane? Am I missing some mechanic or is it just not possible to have pets/livestock with those mods?

Slime
Jan 3, 2007

straw man posted:

Heh it's suddenly clear to me why the vanilla experience is so unsatisfying, he made this amazing open-ended simulator and then used it to "engineer an experience" heh

A developer with a vision is a terrible thing indeed.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Galaga Galaxian posted:

It's too bad vents can't be opened and closed. For that heygrass barn fire you could deal with the massive temperature by opening vents to outside.

As usual, there's a mod for that:

http://steamcommunity.com/sharedfiles/filedetails/?id=722084648

Mzbundifund
Nov 5, 2011

I'm afraid so.

Chalks posted:

I had a fire in an indoor haygrass farm which was basically just a wooden walled building but almost as soon as the fire started the temperature inside the building shot up to over 250 degrees. What decides how hot rooms with a fire get and how quickly? I've had fires inside my complex in the past but I've never seen anything like that.

Is it because the room was filled with flammable haygrass? I didn't realise a setup like that would be such a huge danger.

250 degrees is really quite low for a grass fire. Fire is really hot. As for what determines how hot a room gets, it's a combination of three things.

First, the number of fire tiles. As far as I can tell, every tile on fire contributes the same, no matter what is burning.
Second, the amount of space in the building that's NOT on fire.
Third, the outdoor temperature, and if that room is directly adjacent to the outside. If you've got a one-tile-wide wall insulating the fire from the great outdoors (all walls insulate the same), then the heat bleeds off into the exterior faster. Likewise, if it's really cold out you'll lose more heat to the infinite outdoor heat sink.

There are exact rules for this math floating around out there somewhere, but in general you just need to know that since your haygrass barn was probably just a big room with 95% of the floorspace occupied by flammable hay, that's a fire hazard. At that point it's probably best to just forbid the area, let it burn down, and replace the walls with stone so at least you can keep the structure next time.

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Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Mzbundifund posted:

Fire is really hot.


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