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Author Topic: Bay12 Space Program  (Read 17250 times)

Putnam

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Re: Bay12 Space Program
« Reply #45 on: August 16, 2012, 04:03:41 pm »

Millstones, but yes. My science mod has that.

GreatWyrmGold

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Re: Bay12 Space Program
« Reply #46 on: August 16, 2012, 05:00:40 pm »

Querns, millstones, they do the same thing.
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Putnam

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Re: Bay12 Space Program
« Reply #47 on: August 16, 2012, 05:44:37 pm »

Querns don't require power.

NRN_R_Sumo1

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Re: Bay12 Space Program
« Reply #48 on: August 16, 2012, 08:56:49 pm »

Querns don't require power.
Don't Querns work like hand cranks though? makes sense to me, having your astronauts exercise bikes recharging power cells, it takes longer, and requires someone to be using it constantly, but its more compact.

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Putnam

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Re: Bay12 Space Program
« Reply #49 on: August 16, 2012, 09:18:29 pm »

Since we're going to use custom reactions, I don't think that power will actually have an effect on how long the reaction will take, which is why I'm suggesting that we only allow the millstone to have the reaction.

DVNO

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Re: Bay12 Space Program
« Reply #50 on: August 17, 2012, 06:42:47 am »

  Everything the human race knows about Space & Mars

The need to always keep your colonists off the surface of the red planet is a MUST. Dwarf light sickness, *Ahem* Colonist Radiation sickness, should be severe. Maybe create an ever present, invisible tiled evil weather called "Vacuum" that can make quick work of Colonists caught in it. Maybe induces a symptom that makes a poor humie explode into gore after enough exposure! Finally, a great reason to make airlocks!

Colonists should be dangerously dependent on a Brew-able drink called "O2 Canister"

that's all I got.
« Last Edit: August 17, 2012, 06:59:12 am by DVNO »
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GreatWyrmGold

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Re: Bay12 Space Program
« Reply #51 on: August 17, 2012, 08:21:19 am »

Since we're going to use custom reactions, I don't think that power will actually have an effect on how long the reaction will take, which is why I'm suggesting that we only allow the millstone to have the reaction.
Wait, you can add reactions to millstones? I thought you would just "grind"  the "uncharged batteries" into "charged batteries."

The need to always keep your colonists off the surface of the red planet is a MUST. Dwarf light sickness, *Ahem* Colonist Radiation sickness, should be severe. Maybe create an ever present, invisible tiled evil weather called "Vacuum" that can make quick work of Colonists caught in it. Maybe induces a symptom that makes a poor humie explode into gore after enough exposure! Finally, a great reason to make airlocks!
1. While the Martian atmosphere is thin and full of CO2, there's not much risk of decompression (not before the suffocation gets you, at least), and there's been talk of terraforming Mars on the main thread anyways. Also, vacuum can't make people explode, syndromes can't make people explode, that syndrome would cause EVERYONE, EVERYWHERE to explode, and AFAIK it's impossible.
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10ebbor10

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Re: Bay12 Space Program
« Reply #52 on: August 17, 2012, 11:49:23 am »

Then again, we can make the surface dangerous thanks to periodical solar storms, and some other things. The martian surface isn't that dangerous. Radiation levels are normal for most of the time.

We don't want to make people abandon the surface completely, we want to force them to make a choice. Sure it might look quiet now, but in a minute a solar storm might strike, or smart bombs might bomb them. We want to force them to chose between solar power(actually windmills and mechanical power powering millstones. Except if you can somehow create a solar power building that needs to stand on the surface or something else like nuclear. Both are dangerous, but you do need them.
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Putnam

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Re: Bay12 Space Program
« Reply #53 on: August 17, 2012, 11:55:48 am »

Power cannot be generated by custom buildings, nor can buildings be modded to only be built in the surface.

NRN_R_Sumo1

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Re: Bay12 Space Program
« Reply #54 on: August 17, 2012, 12:39:02 pm »

the best you could do is sprite the windmills to look like solar stations quite likely.
Although I am not entirely sure what to do with water wheels

Making most materials burnable is an option as well for simulating the dangers on the surface.
What materials are windmills able to be built from at present? I've only ever used wood.
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GreatWyrmGold

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Re: Bay12 Space Program
« Reply #55 on: August 17, 2012, 01:08:21 pm »

Wood, wood, and underground fungus.
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10ebbor10

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Re: Bay12 Space Program
« Reply #56 on: August 17, 2012, 02:09:48 pm »

the best you could do is sprite the windmills to look like solar stations quite likely.
Although I am not entirely sure what to do with water wheels

Making most materials burnable is an option as well for simulating the dangers on the surface.
What materials are windmills able to be built from at present? I've only ever used wood.
Leave them in, I suppose. We're going for mostly waterless embarks. (I might try to make a few custom embarks should this mod near completion, each one probably with a short story.)

Well that would be strange. I suppose we can't restrict or modify it, right.

We should maybe change the millstone creation reaction, and if possible the name as well.
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GreatWyrmGold

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Re: Bay12 Space Program
« Reply #57 on: August 17, 2012, 02:40:32 pm »

Can you even MAKE custom reactions for the millstone?

...Putnam? Where are you?
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Putnam

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Re: Bay12 Space Program
« Reply #58 on: August 17, 2012, 09:23:06 pm »

You can.

I've never made a millstone, so I'm not sure if you actually need power to do the reaction >_>

GreatWyrmGold

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Re: Bay12 Space Program
« Reply #59 on: August 19, 2012, 06:48:07 pm »

How do you do so?
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