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Any recommendation on one of the many cybernetics mods? I'd like to be able to make something more than a pegleg ya know?Pussy Snorkel posted:Ever since I started using a few mods, this game got even better. This one doesn't seen to have a download link any idea whats up with that? e; Jeez are you guys really arguing over a clear buggy age generation? Beyond some wonky cloning or something your bio age isn't going to slip last your chronological age in any scenario. You still gonna age at 99.999c, it ain't gonna go backwards. Synnr fucked around with this message at 14:30 on Feb 22, 2015 |
# ? Feb 22, 2015 14:16 |
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# ? Apr 23, 2024 08:51 |
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Gibbo posted:The Hafele and Keating experiment involved flying planes around the world with atomic clocks on board. Upon the trips completion the clocks were compared to a static, ground based atomic clock. It was found that 273+/-7 nanoseconds had been gained on the planes' clocks.[7] The current human time travel record is about 20 milliseconds for the cosmonaut Sergei Avdeyev.[8] Wouldn't you be alive for *less* time relativistically than , non relativistically. (I guess we're using "biologically" as "from the astronauts perspective" right?) Re FTL: Yes theres no FTL in this universe (Or at least humans dont got it) however you'd have to assume ships are traveling at some very high fraction of C to make space travel even remotely plausible (Likely via the "Accelerate perpetually at 1G until your half way there, then decelerate perpetually at 1G all the way back" trick that gets you pretty close to F within a few years and gives the astronauts something resembling gravity the whole journey). So there *will* be relativistic affects that make the astronauts feel like their journey wasnt' nearly as long as it would seem from stationary frames of reference. quote:At a non ftl speed, by the time a ship capable of interstellar travel and bearing cryo frozen passengers arrived, the launch civilization would likely either have a) developed actual FTL or b) gone extinct. FTL probably is not going to be a thing. I mean hey we're all hoping right, but its not looking good physics wise. duck monster fucked around with this message at 14:31 on Feb 22, 2015 |
# ? Feb 22, 2015 14:22 |
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Is it possible to update from an 8.x alpha to the current 9 wiithout losing save game? I can't seem to see my old world? Is it incompatible?
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# ? Feb 22, 2015 14:36 |
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duck monster posted:Is it possible to update from an 8.x alpha to the current 9 wiithout losing save game? I can't seem to see my old world? Is it incompatible? I don't think its backwards compatible. I don't see anything in the mods forum to update saves and I'm not sure its possible.
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# ? Feb 22, 2015 14:47 |
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duck monster posted:you'd have to assume ships are traveling at some very high fraction of C You need a lot more than a high fraction of light speed, you need many times the speed of light (perhaps thousands) to have a linked interstellar society. It's not that far to Alpha Centauri, but once we start talking multiple systems which is the basis of pretty much every sci-fi that uses FTL in this way.. even 10x the speed of light is not going to cut it. duck monster posted:FTL probably is not going to be a thing. Good to know, I'll let the science community know. We're just getting to the stage now where we are starting to understand and realize perhaps things don't exactly work as we thought they do. See dark matter/quantum physics/evolving black hole theory/other stuff that is more obscure and not reported in mass media and doesn't mean anything to people not working with it.
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# ? Feb 22, 2015 15:34 |
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With how long it'd take to even get to even the closest of star systems, the idea of trade existing between them is honestly pretty ludicrous. You have to go into cryptosleep for hundreds of years, leaving behind anyone who didn't come with you forever because in the hundreds upon hundreds of years it'd take for a round trip they'd be long, long, LONG dead. Unless it turns out that glitterworlds have functioning immortality in which case you better hope your friends are rich. But if you live on a glitterworld and can afford a ship, why bother loving off to bumfuck nowhere to trade with some dirt scrabbling peasants?
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# ? Feb 22, 2015 15:53 |
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Slime posted:With how long it'd take to even get to even the closest of star systems, the idea of trade existing between them is honestly pretty ludicrous. You have to go into cryptosleep for hundreds of years, leaving behind anyone who didn't come with you forever because in the hundreds upon hundreds of years it'd take for a round trip they'd be long, long, LONG dead. Unless it turns out that glitterworlds have functioning immortality in which case you better hope your friends are rich. But if you live on a glitterworld and can afford a ship, why bother loving off to bumfuck nowhere to trade with some dirt scrabbling peasants? Have you seen the prices those guys charge to us dirt-scrabbling peasants? Somebody's making a killing out there.
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# ? Feb 22, 2015 16:52 |
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Tony Montana posted:You need a lot more than a high fraction of light speed, you need many times the speed of light (perhaps thousands) to have a linked interstellar society. It's not that far to Alpha Centauri, but once we start talking multiple systems which is the basis of pretty much every sci-fi that uses FTL in this way.. even 10x the speed of light is not going to cut it. quote:Good to know, I'll let the science community know. We're just getting to the stage now where we are starting to understand and realize perhaps things don't exactly work as we thought they do. With that said a warp drives a different concept to an TFL and theres a very small chance that the Alcurberie equasions might lead to a breakthrough but even amongst the more optimistic physicists theres a lot of reservation about the idea of warp bubbles which provide a loophole. But it still has a couple of major if's associated with it. Firstly we have no idea if its possible to guide it once we've hit c because at the boundaries it requires violations of relativity that don't seem possible. Secondly the whole thing relies on unobtanium in the form of negative mass matter. That might be impossible. And if it is, it looks like we're back to square 1. Possible permanently.
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# ? Feb 22, 2015 16:59 |
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Regarding the squeamishness about modelling sex organs in game; I can see why people would be skeptical, but consider that the Fallout series was only weakened by removing the ability to kick raiders in the dick.
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# ? Feb 22, 2015 18:00 |
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Is there some way to manufacture guns? Or am I stuck with manufacturing bows and longswords?duck monster posted:We already had "unlinked" societies in our history back before the mail system. The old empires basically just sent regional govenors to deal with the time lag in trying to micromanage poo poo from rome/buckingham palace/whatever. Yeah, but that's weeks or months of time lag, not decades of time lag. You'd have to appoint a governing family or you'd have to let your governor appoint his successor (which could well be the same thing), or you'd have to just keep sending governors basically at random while having no idea what the situation on the colony is.
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# ? Feb 22, 2015 18:39 |
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I've been playing this a good bit over the past couple of days. I am still struggling to find a good defensive setup. Right now my entranceway looks like this, but I feel like it could be designed better. When one turret explodes, it damages the next one a lot, which means that once one goes down, the other start going down without much work. They also start blowing apart the steel wall, which doesn't help. The fact that solar panels don't block wind turbines is nice, and lets you make power blocks like this. I feel like I have a better grasp on what sort of colonists to bring now. For the most part, I like ones in their 20s or 30s who aren't incapable of anything and have a reasonable spread of interests. I feel like for pretty much everything but doctoring, potential is more important than their skill level right at the start. Some of the skills raise pretty quickly. I've found that fires are quite dangerous. A lightning strike outside in the right conditions can cause a lot of problems. Faulty wiring random events can cause big fires that are quite dangerous. The last time it happened was about 10 seconds before a big raider attack. Thankfully, they were weak raiders, and seemed content to plink at my inactive turrets while I plinked at them. Filthy Monkey fucked around with this message at 18:51 on Feb 22, 2015 |
# ? Feb 22, 2015 18:48 |
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Synnr posted:This one doesn't seen to have a download link any idea whats up with that? https://ludeon.com/forums/index.php?topic=10069.0 Bottom of the first post, under known bugs. It's an attachment, rather than a link, so you might have to be logged in.
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# ? Feb 22, 2015 18:49 |
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Filthy Monkey posted:I've been playing this a good bit over the past couple of days. I am still struggling to find a good defensive setup. Right now my entranceway looks like this, but I feel like it could be designed better. Put little 1x1 wall segments in between your turrets, and set your back wall at least 3 spaces back from your turrets. Turrets explode in a 7x7 radius centered on the turret. It's also a good idea to have a really redundant network of power lines snaking around your killbox, so that you don't start losing power all over when one of your turrets goes. I dunno how I feel about all of the sandbags, but in terms of wall placement you want something like this: quote:I feel like I have a better grasp on what sort of colonists to bring now. For the most part, I like ones in their 20s or 30s who aren't incapable of anything and have a reasonable spread of interests. I feel like for pretty much everything but doctoring, potential is more important than their skill level right at the start. Some of the skills raise pretty quickly. This is very true. For anything that your colonists do reasonably often (growing, mining, constructing, etc.), you're way better off with a burning interest in it than starting off with high points. In addition to doctoring, though, it's nice to have a high initial score in shooting and social. Those don't raise particularly quickly. Bold Robot fucked around with this message at 18:56 on Feb 22, 2015 |
# ? Feb 22, 2015 18:53 |
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duck monster posted:
Creating an artificial semi-sustainable biosphere would render it mostly moot for purposes of survivability. I'm good with the idea of generation ships and/or cryosleep, though the former requires there to be no decay in crew proficiency over the course of many generations and the latter requires systems that will operate without maintenance in a hostile environment for millenia. As for trading ships... yeah, that only really works in-system. Although if you could find a system with several habitable planets/moons it could still be a thing.
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# ? Feb 22, 2015 18:56 |
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Bold Robot posted:In addition to doctoring, though, it's nice to have a high initial score in shooting and social. Those don't raise particularly quickly. I am starting a new game now. This is the kind of guy I like. He has a spread of useful interests. Good at growing, shooting, and medicine. Reasonably young, and no health problems. Positive traits. I would take guys like this all day. Filthy Monkey fucked around with this message at 19:47 on Feb 22, 2015 |
# ? Feb 22, 2015 19:44 |
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Eh, it's not ideal to have your doctor be a fighter. I guess if your other two are also good and it's a do-or-die situation, but otherwise there's too much chance of him taking a bullet and you having no one to heal him up.
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# ? Feb 22, 2015 21:11 |
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Filthy Monkey posted:I've been playing this a good bit over the past couple of days. I am still struggling to find a good defensive setup. Right now my entranceway looks like this, but I feel like it could be designed better. In addition to what the guy said before me, build your walls out of something stronger than steel. I'm pretty sure all types of stone block are hardier.
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# ? Feb 22, 2015 21:42 |
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Pussy Snorkel posted:https://ludeon.com/forums/index.php?topic=10069.0 Oh god I hate that poo poo. Thank you.
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# ? Feb 22, 2015 21:53 |
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Filthy Monkey posted:The fact that solar panels don't block wind turbines is nice, and lets you make power blocks like this. you're gonna have fun when one of those inacessible power things catches fire
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# ? Feb 22, 2015 23:30 |
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Tony Montana posted:There is no loving FTL. It's explicitly stated numerous times and there was stuff in the OP you could read about it. It's the reason there is a RIMWORLD at all, technology and humanity does not spread throughout the galaxy with homogeneity because of the vast distances and TIME separating civilizations. Sorry I didn't read the backstory about a pre-release videogame Next you're going to gripe that people didn't read the 45page novella at the beginning of the MoO3 manual.
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# ? Feb 23, 2015 00:13 |
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Opal posted:In addition to what the guy said before me, build your walls out of something stronger than steel. I'm pretty sure all types of stone block are hardier. Start with wood and then upgrade to stone is the path I usually take.
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# ? Feb 23, 2015 01:55 |
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So if I got my dude crafting something (in this case, armor from a mod) and: 1. I can't find the helmet he actually finished. I didn't SEE him finish it. 2. He doesn't seem to ever actually finish making the armor, but continues crafting while starving and exhausted Is this indicative of anything in particular? He makes the synththread and cybernetics just fine, but I dunno if 14 just isn't sufficient to cut down craft time or something or what.
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# ? Feb 23, 2015 02:07 |
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Synnr posted:So if I got my dude crafting something (in this case, armor from a mod) and: Sounds like issues with the mod.
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# ? Feb 23, 2015 02:09 |
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Gibbo posted:
I read all of the MoO3 manual. It was better than the game at least.
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# ? Feb 23, 2015 02:09 |
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Geokinesis posted:Sounds like issues with the mod. Do many mods actually make a little item to show work needed, like the stock game does? Its more like cooking in this case, where the ingredients just sit on the bench and I dunno if his work is just going nowhere or what. Looking at the xml file they all have 25000 work required and I have no clue how to transfer that into work time.
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# ? Feb 23, 2015 02:11 |
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Is this the kind of early access game that's worth buying early, or should I wait until it's released? For reference I played Dwarf Fortress obsessively for ages and then got sick of how convoluted and buggy it was and haven't touched it in over a year.
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# ? Feb 23, 2015 02:24 |
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Fitzy Fitz posted:Is this the kind of early access game that's worth buying early, or should I wait until it's released? For reference I played Dwarf Fortress obsessively for ages and then got sick of how convoluted and buggy it was and haven't touched it in over a year. It's really perfectly playable right now, despite being an ~early access~ game. The mods make it even better, too.
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# ? Feb 23, 2015 02:47 |
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It's probably the best early-access game I've played, and definitely a lot more playable than Dwarf Fortress (it actually has a proper interface). The overall content is a bit low, but the developer releases new builds every few months or so with a bunch of new stuff (booze was just added). Also, the modding community is very active and that helps flesh out the game a lot. Note that you can track the dev's progress with the game here: https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub As you can see, he's pretty dedicated. Jackson Taus posted:Is there some way to manufacture guns? Or am I stuck with manufacturing bows and longswords? You can't make guns in vanilla, though naturally there have been a number of mods that add it (not sure if there are any for alpha 9 yet, though). In the past this wasn't much of an issue, since you'd soon be swimming in guns after a few pirate raids, but now that guns have a quality rating, finding decent working pieces has become a lot harder. If he doesn't add the ability to make guns, at the very least I hope Tynan adds some kind of repair workshop at some point so that you can maintain them. Drunk in Space fucked around with this message at 04:16 on Feb 23, 2015 |
# ? Feb 23, 2015 04:12 |
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Blisster posted:I read all of the MoO3 manual. So did I actually, that's why I know about it. And it really was better than the actual game. There was only so much the modders could do.
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# ? Feb 23, 2015 06:04 |
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Fitzy Fitz posted:Is this the kind of early access game that's worth buying early, or should I wait until it's released? For reference I played Dwarf Fortress obsessively for ages and then got sick of how convoluted and buggy it was and haven't touched it in over a year. the only reason not to buy it now is if you're worried you might burn out and get tired of it before it's fully done. it's good and fun as is kind of like starbound, except the content in this game stays fresh and interesting and challenging
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# ? Feb 23, 2015 08:13 |
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Fitzy Fitz posted:Is this the kind of early access game that's worth buying early, or should I wait until it's released? For reference I played Dwarf Fortress obsessively for ages and then got sick of how convoluted and buggy it was and haven't touched it in over a year. It's a pretty fun game at the moment, if you think what you see is worth the money then you can get it, if you aren't sure then hold off. As early access goes its problems are not bugs, but a lack of content scope. There's enough content in the game for it to be fun, but it would benefit from more of it. Everything that's in it works, but not everything is in it yet. Popular Thug Drink posted:kind of like starbound, except the content in this game stays fresh and interesting and challenging Also this game actually updates.
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# ? Feb 23, 2015 08:21 |
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Filthy Monkey posted:
You really don't want them touching like that, you should have a one block gap around every solar panel for fire-fighting/repairs otherwise one lightning strike/rocket/nade to a central panel will start a fire that can't be reached to be put out and will just consume your entire power plant. Also don't use steel for walls, It's weaker than stone and you're going to need it elsewhere.
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# ? Feb 23, 2015 08:56 |
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Granite walls are nearly 3x as strong as steel walls, ( 225 vs 610 HP) and they're even fireproof! ( 0% flammable, vs 20% for steel. ) So raiders setting a tiny fire won't rip a hole in your wall. I really hope that the next update lets pawns change their clothes / have a closet / repair their clothing, it's kind of tedious hopping from person to person to see if their gear is still good or not. ( Once clothing hits 30-40% durability they start giving your pawns a negative mood debuff, they also lose heat/cold insulation. )
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# ? Feb 23, 2015 16:44 |
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I was wondering why my steel walls seemed to be burning. Granite being fireproof makes me want to encase risky flammable things inside individual granite prisons. Each battery can have its own little tomb. Put some granite walls around farm plots, or around power generation. Fire has been pretty dangerous to me so far, playing in forest areas.
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# ? Feb 23, 2015 16:50 |
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You can achieve the same result with concrete flooring, it functions as a good firebreak. What burns is the small plants which grow on most natural surfaces, not the actual surfaces themselves.
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# ? Feb 23, 2015 16:58 |
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SubNat posted:I really hope that the next update lets pawns change their clothes / have a closet / repair their clothing, it's kind of tedious hopping from person to person to see if their gear is still good or not. I really want this. And some sort of military management screen where I can assign weapons and armour that colonists will automatically grab when drafted. It's a huge pain switching weapons and armour around right now.
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# ? Feb 23, 2015 17:15 |
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I just had a trader visit me called "White Human Import Company". Yes, they were slave traders. You're going to have to be a bit more subtle than that, guys. Also, in a now-abandoned settlement my chief surgeon and chief artist made a sculpture of her "elbows deep" into another settler she gave a lung transplant to. The description later went on to say the sculpture had "erotic overtones".
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# ? Feb 23, 2015 17:23 |
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Hm, I thought it was because of some mod conflict. But I can't find the fertilizer pump in the research projects, or buildings. Am I just horrible at finding things, or has the pump been removed? e: Aw, the fertilizer pump has been removed. A pity, that was the only way to make marshlands buildable, so Tundra/Boreal Forest biomes are a bit more annoying now.
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# ? Feb 23, 2015 17:40 |
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Not a huge fan of the new update. As has been mentioned, deterioration is tedious and annoying to keep track of. I like how it increases the difficulty since you can't immediately flip the gear of attackers for huge profit, but there really needs to be some sort of gear management system.
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# ? Feb 23, 2015 20:51 |
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# ? Apr 23, 2024 08:51 |
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Bold Robot posted:Not a huge fan of the new update. As has been mentioned, deterioration is tedious and annoying to keep track of. I like how it increases the difficulty since you can't immediately flip the gear of attackers for huge profit, but there really needs to be some sort of gear management system. Yeah I can't say I'm a huge fan of deterioration. Is there a way to prevent it? Some kind of storage?
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# ? Feb 23, 2015 20:56 |