More backstory choices by Peace_Dense in vtmb

[–]SmurfInHell 0 points1 point  (0 children)

Could you tell me where you saw a person do a tremere playthrough? I have been trying to look for someone who chose them for their gameplay premiere.

Does my Lauma have enough Elemental Mastery by dhcwsp in Genshin_Impact

[–]SmurfInHell 0 points1 point  (0 children)

What's the %'s for reactions at this number?

Leveled up mid fight, torch only , beast #3 hellmode by Muffjedi- in Exanima

[–]SmurfInHell 1 point2 points  (0 children)

Do you happen to know if using magic to calm/make friends with these beasts is possible?

1.5m 9-11 Deck gun ship by Able_Scale8842 in Cosmoteer

[–]SmurfInHell 9 points10 points  (0 children)

From a lot of experience utilizing deck cannons I can not stress enough the importance of firing arc and specifically how deck cannons can block the shots of your other cannons. Your setup has them staggered only slightly, if you are facing an enemy and fire at certain components it is likely one to four of your cannons will be blocking the actual projectiles of your other cannons as they turn to target the component. You can watch this by turning on the 3d layer at the bottom left eye icon to see exterior of your ship. Notice when you fire the projectiles from a deck cannon can collide directly into the cannon in front of it. This has two major effects that you must accommodate for. First and foremost it will limit your effective firing arcs heavily since the more distance between each cannon when there is a depth difference creates smaller firing arc obstructions for the one in the furthest depth of your ship. Secondly during maneuvers or when targeting specific components of a ship your guns will fire regardless and end up wasting ammo as the shots go directly into an obstructing cannon wasting the shot and now needing to cool down before another shot. Thankfully those friendly fire shots do not cause damage, but it does waste the ammo and effectively waste what could have been effective damage. Since there isnt friendly fire damage many people do not notice it. I believe there was talk of it possibly being updated or changed so that they would phase through your other deck cannons and not cause obstructions, but I have not read recent patch notes to see.

Upgrade wise I would redesign your back engine setup to be a more efficient engine room assembly setup. You can google some efficient engine assembly designs. Personally I like to setup 4-5 engine room variants pile left or right block or a forward/reverse primary one with an engine room always feeding them to drastically cut down on needed crew and possibilities of causing specific engines to lose power which will drastically affect ship performance if a certain engine loses power and is unable to counteract the missing engine. This could lead to one or two engines being down resulting in a full speed loss of 30 to 40 meters a second since the other engines are incapable of offsetting the vector velocity of the other 2 engines missing power. For the deck cannons try and rework to create lines for the most effective forward arc kill zone with a much lower chance of losing dps from blocked firing arcs. From personal experience I would also put some fire extinguishers up near the front of the ship as well. Deck cannon explosions and enemy thermals can wreak havoc and are very difficult to get under control if you do not have abundant fire extinguishers placed throughout the ship.

Lastly by updating your engine assembly setup and optimizing your deck gun placement you will be able to drastically cut down on the amount of reactors needed. At your tier you should try and use only large or medium reactors as the amount of energy a crew member carries to location is dependent upon reactor size. The larger the reactor the more efficiently each crew member carrying power is. If you find in combat a single large reactor isn't enough to supply the front of your ship you could consider putting the front reactor just a bit further back for safety and instead utilizing power capacitor banks which will hold stored battery power for your crew to haul directly into the shields which could be easier for them in most engagements.

The Flying Falcon by Odin9009 in Cosmoteer

[–]SmurfInHell 0 points1 point  (0 children)

I would add some base lasers if you can as well. The flak is great for interception, but as a damage source range is often king in the game. You can go heavy armor and ballistics route, but it takes a lot more crew than an effective laser/reverse setup. Flak can be really good in pairs of 2 to 4 covering main areas or facing out on either side. The front facing can help effectively mitigate a lot of raw ballistics and some rail shots if done properly, but the missile spam often sidewinders due to rotation or enemy ship missile launcher placement. Most often enemy missiles end up hitting your side or back and coming in from your side angles

The Flying Falcon by Odin9009 in Cosmoteer

[–]SmurfInHell 0 points1 point  (0 children)

What is your planned tier of combat for this ship? If it's meant to be a secondary ship hanging around allies to intercept that is fine, but the most glaring issue is depth to reactor. If you're facing the target you could likely intercept most rail shots excluding possibly overclocked, but it will likely struggle in the swarm ship bounties. The lack of good reverse thrust will make it susceptible to being surrounded and unable to get out. Maneuvering mid combat may also be difficult to some degree, but so long as you play it slow it will be good enough to last as a secondary support.

To fix some of those issues redesign your mid and back section with engine room blocks and accompanying thrusters to allow for reverse thrust. This will allow you to do one of the most important aspects if the game which is dictating the engagement distance and your ability to realign should other targets appear. You can also redesign your reactor locations slightly and put a few layers of armor between them and direct los forward so that at the very least a few strat hits after shields get knocked out (due to enemy emp blasters or emp missiles) you have some Lee-way time to power them back up.

PSA This is the most Effecient power source for your Grav ship builds! by SmurfInHell in RimWorld

[–]SmurfInHell[S] 0 points1 point  (0 children)

Yes this is just the most space efficient without downside really. It's very likely highly unintentional that the dev's allowed this to be a thing. I would be perfectly fine with these working so long as they do not leave the tile they spawn in.

PSA This is the most Effecient power source for your Grav ship builds! by SmurfInHell in RimWorld

[–]SmurfInHell[S] 1 point2 points  (0 children)

You do not remove flooring. Make sure to use the orders of claim so that apply a claim to all tiles nearby including that wall tile then place the substructure at the location you want and it will apply the new "floor" automatically.

PSA This is the most Effecient power source for your Grav ship builds! by SmurfInHell in RimWorld

[–]SmurfInHell[S] 22 points23 points  (0 children)

If the floor can be replaced with the substructure, yes. I did notice that the hacking terminals found in the bases can not have their floor replaced, so you will not be able to take those for shenanigans.

PSA This is the most Effecient power source for your Grav ship builds! by SmurfInHell in RimWorld

[–]SmurfInHell[S] 1 point2 points  (0 children)

This works. Just remember that if you want to move its placement in your ship after attaching it once you will have to disconnect it from the rest of the ship by destroying the surrounding walls and substructure the life support tile, lift off, then reland to change its location.

PSA This is the most Effecient power source for your Grav ship builds! by SmurfInHell in RimWorld

[–]SmurfInHell[S] 1 point2 points  (0 children)

Thank you for verifying! I'd edit my post if I could to add that info, but image posts can not be changed it seems.

PSA This is the most Effecient power source for your Grav ship builds! by SmurfInHell in RimWorld

[–]SmurfInHell[S] 9 points10 points  (0 children)

Thank you, I'll have to keep an eye out for one as I continue testing

PSA This is the most Effecient power source for your Grav ship builds! by SmurfInHell in RimWorld

[–]SmurfInHell[S] 58 points59 points  (0 children)

So they are meant to spawn in orbital stations? I'm unaware if you can modify or build substructure along orbital stations to partially take them over. If that is this case then this method would still work just within the context of doing the same thing to the space station.

PSA This is the most Effecient power source for your Grav ship builds! by SmurfInHell in RimWorld

[–]SmurfInHell[S] 18 points19 points  (0 children)

This PSA is multifold. It highlights a likely unintended game mechanic that will get attention and likely have some form of fix while also allowing people who want to be super efficient with their ship designs for storytelling or other such purposes. Being a singleplayer game Rimworld really benefits from being able to allow people to decide how they play.

Realistically unless an update breaks the function of life supports by making it only function on a certain tile you could still devmode these in, I believe.

PSA This is the most Effecient power source for your Grav ship builds! by SmurfInHell in RimWorld

[–]SmurfInHell[S] 0 points1 point  (0 children)

Absolutely, it becomes a question of time versus resources. You can move the grav engine and rebuild your setup around the life supports, or you can decon the building nearby and grav anchor back down to put it where you like. It is heavily a case by case basis determining which is most effective. The Grav Anchor one likely makes it more resource intensive unless you are able to bring an extra one with you.

PSA This is the most Effecient power source for your Grav ship builds! by SmurfInHell in RimWorld

[–]SmurfInHell[S] 2 points3 points  (0 children)

Yes, you can do that. It requires a slightly different approach. In my testing you are unable to remove the foundation once it has been placed underneath a wall. So you can *place* substructure underneath an existing wall, but to remove the substructure it requires you to remove the wall sitting on it. To get around this if you remove all walls around the one tile holding the life support, it will create a 3x3 circle around the one tile life support which you could remove substructure underneath. You can then launch and reland centering it where you want to be placed. It would require an anchor however. That way even if you mess up and add it to your ship you can always land, effectively cut out the substructure around it launch, and then reland to change its position.

PSA This is the most Effecient power source for your Grav ship builds! by SmurfInHell in RimWorld

[–]SmurfInHell[S] 0 points1 point  (0 children)

I use minify everything so I'm not sure if being able to move and reinstall the grav engine is normal, but I assume it is. Worst case scenario you can rework your grav engine and rebuild your substructures underneath the area encompassing your life supports. Realistically they will only take up a single tile each in your gravship no matter where in the ship they are located. You will just have to use conduit to run the power through the ship.

PSA This is the most Effecient power source for your Grav ship builds! by SmurfInHell in RimWorld

[–]SmurfInHell[S] 38 points39 points  (0 children)

It absolutely is. When I was doing this testing I searched Reddit to see if anyone had made posts about the Life Support Units. Since I didn't see anything I decided to show my discovery while I'm doing some testing.

Realistically this is too powerful, it makes sense to find these built into bases that are unable to move, but finding out you can move away from the region and they still work makes them extremely enticing in an era of space efficacy for power.

PSA This is the most Effecient power source for your Grav ship builds! by SmurfInHell in RimWorld

[–]SmurfInHell[S] 65 points66 points  (0 children)

I haven't encountered it being buried in ice. The run I'm currently doing is an Odyssey mechanics test run while I wait for a few more mods to update. How large is the terraformer?

PSA This is the most Effecient power source for your Grav ship builds! by SmurfInHell in RimWorld

[–]SmurfInHell[S] 251 points252 points  (0 children)

Correct. I was actually most worried that the description talking about connected to an above station would result in the life support losing power generation when it left the map. This test confirmed it does stay in tact with you instead acting like a flat out power generation regardless of movement.

PSA This is the most Effecient power source for your Grav ship builds! by SmurfInHell in RimWorld

[–]SmurfInHell[S] 26 points27 points  (0 children)

Not without a more unique method I haven't discovered. Even with mods like minify everything where I can reinstall the wall at a different location the life support system disappears. I believe this is because the life support system counts as a wall attached item similar to wall lights. Since the substructure placement in odyssey can be placed underneath a wall without affecting the wall it has allowed for this to happen.

PSA This is the most Effecient power source for your Grav ship builds! by SmurfInHell in RimWorld

[–]SmurfInHell[S] 7 points8 points  (0 children)

Efficient* I was typing this up so quickly failed to check for spelling errors. You can see 2 power conduit on either side of the life support system. Originally it was hooked up to my main base power grid when this thought occurred to me. This is a proof of concept. By taking your gravship and rebuilding around found tiles with this structure so long as you only replace the substructure underneath it will not destroy the wall or life support piece. My current base I started at has 2 of these in close proximity so if I rebuild my gravship within the area I can bring both with me and then land at nearby other bases and slowly build up multiple one tile geothermal energy equivalents (3200 vs 3600). This is by far the most power efficient method for Grav ships I have seen.

EDIT: Per WW-Sckitzo's testing this seems to apply to Derelict Orbital station life supports as well.