RimWorld

RimWorld

Dubs Rimatomics
Regularity Nov 1, 2018 @ 4:20pm
Suggestions
I have a few suggestions here (You really should have a pinned thread for suggestions!)

- The mod feels like it lacks any intermediate method of power generation. There's a very substantial gap between the 1.2k power RTG and the ~30k power from smallest reactor setup. Or alternatively, between the 1-tile RTG and the ~150-tile full reactor setup. Either smaller, lower-capcity components, or just a single-building that's a pre-fabricated setup with a fixed lifespan, or something.

- Nuclear reactors seem to risk instant-death no matter where they are. Below overhead mountains, they can be instantly demolished by bug infestations. Not below them, they can be wrecked by drop pods. Some way to secure them (like anti-drop-pod HEL upgrades) would really be welcome.

- Since radiation mechanics are not a major part of rimworld, it's also not a part of nearly every mod out there. This leads to some oddities like robotic colonists getting radiation sickness. Or some annoyances like having to constantly micromanage animal-reliant colonies and juggle schedules because they can't be radiation-suited. It'd be nice if there were some glittertech (or even debug-only) alternative methods to block radiation, like implants or a hedeiff. That way there will be a foundation to give other mods' pawns lore-appropriate radiation resitances without having to edit the armor of every mod, or have all of them wear rad suits.
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Showing 1-3 of 3 comments
Dubwise  [developer] Nov 1, 2018 @ 5:09pm 
you should only have a problem with radiation if you blow up half your base with a meltdown or you are changing fuel, just lock the door if you are exchanging fuel with a pool or processor. Radiation uses the same stat as toxic fallout, so anything resistant to toxic fallout will resist radiation, i manually apply radiation damage to robots so you can't cheat and just use robots to change fuel. Its not my fault there are 300 race mods out there, the only way to cater to every combination of mods is to not make the mod at all. And when it comes to micro managing animals for radiation, that's literally what you have to do in any situation involving animals, toxic fallouts, raids, fires, cold, heat, crashed ships, bugs, all involve micro managing animals, that's just how the game works so im not sure what im doing thats different in that regard, you can't suit up animals for toxic fallout.

When i made rimatomics bugs couldn't burrow under buildings and essentially 1 shot them, and drop pods were nowhere near as common, thats just tynan doing things to annoy us in v1.0 because of a vocal minority on the forum that thinks the game is too easy and anyone that says otherwise is told politely to leave, i didn't even know bugs could do that until a few days ago when someone pointed it out, i personally think bugs shouldn't have ever been a thing but people love to punish themselves, maybe i'll figure out a work around one day if i ever get the time. One guy said he loved the bugs 1 shotting his reactor so it proves people have totally different idea's of whats a problem and whats an amazing game feature, in v1 i added the atom upgrade for the tacs so you can at least see where drop pods are going to land in advance and defend that spot, or shut down the reactor if they are landing on it, hint they dont meltdown when they are cold, shooting down pods with the HEL is an idea thats been around for a while but it still won't wipe out all the drop pods landing on a reactor.

As for reactor size, you can see in the screenshots you can make a reactor take up the space of a single wind turbine so they are pleeeenty small enough. And you don't have to fill the thing up, you just slap a handful of fuel in there with a single radiator and it can sit there humming away at 10kw for 30 years if you want which is still more power than 2 geothermals which still takes up more space and is harder to defend.
Last edited by Dubwise; Nov 1, 2018 @ 5:09pm
SioxerNikita Nov 1, 2018 @ 7:14pm 
- The mod feels like it lacks any intermediate method of power generation. There's a very substantial gap between the 1.2k power RTG and the ~30k power from smallest reactor setup.
What you want me to say? Surprise? This was never meant to, and I am pretty sure the description says as well... It was never meant to be an intermediate method of power generation. It is high risk, high reward. You ♥♥♥♥ up, you get fallout.

I am just going to ask, why does the mod NEED an intermediate? Tell me why it actually lacks instead of why it feels like it lacks? I only really help Dub with ideas, but if I have to argue for the idea of an "intermediate" method of power generation, I need to know WHY I should?

- Since radiation mechanics are not a major part of rimworld, it's also not a part of nearly every mod out there.
As Dub said... It's... not his fault other mods doesn't comply to his standards. Instead of complaining to Dub, you should be complaining to the authors of those mods.
Not trying to be elitist but if he doesn't have more subscribers than all the mods you are talking about, he is at least close to them. I am not personally going to look.
Complaining about lack of mod compatibility because of massive changes to normal mechanics, and then despite Dub adding a decently easy method for those other mods to avoid conflicting with their own mechanics, they haven't done so. Not Dubs fault honestly.
Regularity Nov 1, 2018 @ 7:41pm 
There seems to be some misunderstanding concerning the radiation thing. I was not asking him to make patches for other mods. What I'm saying is something like this:

Just throw up some basic implants or hediff conditions for 25%, 50%, 75%, and 100% radiation resistance. Four simple items. They don't even have to appear in-game in any spawn tables or shops.

Now a compatibility patch for any other mod can be done as easily as a editing in "add hediff/implant #1 to all pawns of this type", rather than having to edit the race themselves, or all their sets of armor, or whatever else. Now anyone can create a patch themselves, or possibly even make mods compatible without any patch at all (if one is willing to manually edit pawns using the dev commands).
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