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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 868486 times)

Girlinhat

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #810 on: December 12, 2014, 01:55:33 am »

Small note: If you drop a room below freezing, any food in that room will cease rotting.  I've got a walk-in that has potatoes that have purely stopped rotting, and only when power goes out do they worry about the temperature.

EDIT: I'm not saying I'm building a temperature-based death trap... but if I were, would I desire to kill by heat, or by cold?
« Last Edit: December 12, 2014, 02:07:04 am by Girlinhat »
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ank

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #811 on: December 12, 2014, 02:11:48 am »

A freezer trap does have the advantage of preserving the meat enemies.
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Majestic7

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #812 on: December 12, 2014, 02:15:28 am »

Don't you risk starting fires with heat? It is likelier the trapped guys will go crazy and kill each other before dying from the temperature, though. Hmm, wonder if you could make a walk-in oven for critters like this. Animals helpfully walk inside an oven, wawawoom, grab some delicious cobra steak.
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Girlinhat

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #813 on: December 12, 2014, 02:17:16 am »

A freezer trap does have the advantage of preserving the meat enemies.
I actually JUST ran into a significant problem...

Temperature machines change the temperature of the whole room they're in at once - a single heater in a 1,000 long hallway, will maintain the entire length at the same temperature.  More heaters means its quicker to warm, and can maintain temperature better, but actual distance from the heater doesn't matter.

The problem is, outside is seemingly impossible to heat/cool.  Therefore, I'd need the enemy to enter an enclosed room to cook them, but doors cannot be set to be enemy-friendly, and when they break in by force, the heaters stop working because now they're 'outside'.  So I need a way to get enemies inside a "room" in order to hit them with temperature...  Sandbags don't count.

Majestic7

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #814 on: December 12, 2014, 03:04:49 am »

Yeah, I figured you'd run across that problem. Hmm, any mods for building robots yet? I think that would be a logical thing to do after heavy research. Cleanbots and hauling bots would be nice.
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dennislp3

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #815 on: December 12, 2014, 11:19:05 am »

Automated doors? That needs to be a thing...so someone can open doors from a control room or something...or you could just click them to open them.

Regardless your solution requires some sort or airlock situation
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n9103

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #816 on: December 12, 2014, 12:21:23 pm »

Do doors count as roof support?
If yes, then have a set of 2-3 doors, with the farthest one out being at the range limit for keeping a roof from collapsing. By the time the inner door(s) are breached, the outer supporting one would have been bashed down, removing support, and causing a ceiling collapse.

If no, then no ideas at this point, other than the aforementioned need for remote door controls.

There is/was something like that in at least one of the mods I've used. It was called a blast door and was exceptionally large, and was only able to be closed or opened with power. If you ran the power line for that door through the entrance area, odds are it would be a self-triggering, and easily reset just by building the one power line.
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Mictlantecuhtli

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #817 on: December 12, 2014, 12:26:01 pm »

There's a mod with doors that aren't colonist-only. I don't remember the name. Might be Miname, but I forget.

This update looks awesome, as well.
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Girlinhat

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #818 on: December 12, 2014, 01:01:26 pm »

What I need is something you can walk over, but counts as a room border.  Are there any good mods for that?

GobbieMarauder

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #819 on: December 13, 2014, 06:35:33 am »

My kingdom for a hopper that counts as a wall so I don't have to put my nutrient paste dispenser in the freezer.
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Sharp

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #820 on: December 13, 2014, 07:26:13 am »

You can put a door on the controls of the paste dispenser though so it can still be accessed while being warm and hoppers cold.
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Greiger

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #821 on: December 13, 2014, 05:56:18 pm »

Heat and cold does not actually seem to only be linked to the source room, it seems to bleed into adjacent rooms as well, probably through the doors, not sure if it's through them being opened or not.  My most recent colony has an apartment building with many individual rooms,  there's a heater in the foyer and it seems to keep all the rooms warm in the winter without each room needing an individual heater.

I also had to remove the heater from the kitchen and dining room and the freezer in the next room got that entire building complex down to refrigerator temperatures mid july in the space of a couple days.   So temperature sources don't necessarily need to be in the target rooms.
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Aseaheru

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #822 on: December 13, 2014, 05:57:56 pm »

Have an airlock between the kitchen and the freezer.
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Greiger

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #823 on: December 13, 2014, 06:07:19 pm »

Even better, refrigerator between the kitchen and freezer, for cooked meals.  Heater in the kitchen tries to keep it 70F, freezer keeps it around 20F or so, should keep it around 45 or so I figure.  Nice and chilly.
« Last Edit: December 13, 2014, 06:11:15 pm by Greiger »
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Aseaheru

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #824 on: December 13, 2014, 06:10:22 pm »

Probably dont even need a cooler for it, just use the ambient power from the other.
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