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Messages - andy_t_roo

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181
We are short on both man-power and electrical power; if we had spare man-power then extending farming would be viable, but at the moment we have 3 plots to feed ourselves, and the remaining 2 will be producing biofuels for running our generator until the fusion plant is running, and for transport.


re:backup mainframe - its a "backup", we'll have to go looking for the real one some time :)


(the basic rule is anything we look for in the lab we find; i've been holding off searching because there has been more valuable things to do, and finding a broken particle excellerator, or a series of locked vaults, would just consume man-power which we don't have).


We also need to get into our bunker - there's lots of good stuff in there, but there's no life-support ...
* andy_t_roo realizes that he forgot to have some guys try again to build a sensible air supply; we've got resources now :)





182
The next trade run should be rabbits to the miners; we need more metal, and rabbits, which can breed and provide them with the means to fix their long term food shortfall would be extremely valuable.

and yeah, that fusion plant is going to be needed to run the nano-factory - it pulls a pile of power if we get it going, also that computer, once we start using it will flatten our reserves quite quick:

long term power generation:
5/week : solar pannels
1-99/week : wind
200/week (7 weeks fuel left, not sure how biofuels will work): generator.

"The engineers also remark that repairing a fusion plant with wood is not a smart idea." -- We have 10 metal bars, and 1 unshaped lump of copper.

that powder -- there's a chance that it is just the de-constructor part of the nanites working, so can be used to break down our resources into basic supplies, or do elemental separation, alternatively its just non-functional powder, but it can be used as a feedstock for other nanite construction.

--

5 scientists take 5 unit of wood and feed it into the nanites making graphine (one at a time), to see if abundant carbon resource would help the process (the carbon in the graphine must have been pulled from CO2 in the air for that previous one), and to see how much resources 1 nano-batch can process in 1 week (it could be as high as 1 per day). They also try to interface the computer to the nanofactory. (i'm not going to have these 5 people "learn" about the nanofactory and assume that scientists are the best people for running it, just to make life less complicated for ebbor)

5 scientists see if they can devise an elemental sorting program and test it on 1 lump of metal ( we should get iron and some neodinium). If that only produces iron, then we should have a pile of slag left over from the smelting, and it should be mostly silicon oxides (allong with many other trace elements).

10 soldiers, 3 scientists (5 guns, 3 swords,2 axes) should go and search supply base alpha. It seems to have been mostly undisturbed, so they should search for any backup data storage (off-site data backup is always a key policy ); Electronics supplies, and they should check to see if there are any indications that there are other supply bases around (alpha implies there's a "beta" elsewhere...).

10 soldiers (5 guns, 2 swords, 3 axes) do a water run.

Tobias spends the week with both the radio and satellite receiver, especially checking to see how those guys with the emergency distress call are going, and to see if the recent storm has caused any other excitement. He also checks the satellite tranceiver, to see if it can transmit a more mundane AM message.

4 scientists, 5 engineers study the powder. Notice that the generator seems to be running inefficiently, and try to remedy this, given our power shortage. If they need more help, they get the assistance of the Coil gun scientists, then the builders working on farm cover.

3 scientists design a coil gun rifle, utilizing the graphene superconducting wire for the coils. 2 versions - a hand-held rifle variant, and a larger turret mounted anti-air variant (the high projectile speed should make it easier to hit fast moving targets).

2 of the builders approach the merchants drivers and ask for driving training, in return letting those drivers test out our new buggy (put 25 energy into this, for 100 hours training -- thats twice as many hours as you need to log to go for a drivers licence here in Australia (you need 100 hours, but time with a driving instructor counts double) )

Varinius sits down with Sophia to discuss the recently completed trade run, and asks what they would think of running a bunch of rabbits to the miners. Varinius asks Sophia what she thinks of the new buggy, and if it would make the run to the mining camp. Varinius also asks on the relative value of sugar and fuel during the last trade.

One eaving everyone in the camp gets together and the best person from the camp is declared to be the Spes trade envoy.
(the idea is we send the trade envoy to the mining camp in our buggy, which has a frame and motors made from their materials.)

2 scientists, 5 builders sex the rabbits, then make an extended hutch. They also remove the dividers between some of the single rabbit hutches and move the females and their young into a single area in the old hutch, and move the 1 remaining female from the hutch to the run
(ie: hutch : mothers and all new baby rabbits (sexed), in a connected area; run: 2 male, 1 female )

5 builders make designs for tents that can be quickly assembled over our farm in the event of more storms in the future.

8 engineers, 5 blacksmiths, 3 scientists repair the fusion plant - they use whatever they need to get it done (leaving 1 basic and 1 advanced electronics) . If they need any exotic materials, or specially forged metal parts, they should make a list ;)

4 scientist, 2 engineers build a regulator to control the pressure (we can do it now we've rubber for a seal), and complete the breathing aparatus attached to the cart.

5 armed  soldiers guard.
(5 guns unallocated)
everyone else (10 soldiers, 3 drivers, 3 civies) either has a break after their trip, or they help out with any task which needs a spare hand.

(i would send them on a wood run, as we have 5 guns, 5 axes un-used, but i'd prefer to get the things done above; also, i think that Spes, "Hope" shouldn't be place for continual slave labor :p)
--
I believe that's everyone allocated, with everyones ideas covered :)

I'm not trying to run this myself, i just aggregate all the ideas so that ebbor has less work to roll the turns :)
anyway, any other ideas?

Ebbor, could you edit the title of this page to "suggestions welcome" or something? Atm we seem to have 45 people "playing", and unless there's some further "storm" we don't know about ... :)

(well we are approaching the time-frame for the first possible raid - we sold those home produced motors 2 weeks ago, so there's allot of people at the trade-mart who know we can produce mid-tech items, even if they don't know where we came from; coastal raid would originate 8 weeks away, so about 6 weeks from now we'll have to step up our guard, for a while anyway.)

---
Long term plan :

- build small coil gun; build large coil gun; build large satellites launcher; rebuild civilization
- trade with mining community; alliance with mining community and other local community ; extend to secret high-tech community; deal with aggressive coastal neighbors (i don't think ; rebuild civilization
- get fusion power, optimize nano-factory production, build electronics, build hand-held computers and communication devices, sell/provide to everyone, rebuild civilization
-- Any other tracks?

edited:

183
rather than ret-con anything, i'll quote myself :)

Trade: (since noone else posted any priorities)
Before they left we came to the conclusion that we would need (in order of priority) (advanced)Electronics, AT/AA weapons, scuba gear, ammo, non-(copper,iron) base resources (rubber, cloth, glass).


Tobias would have known this, as he spent a week checking what could be recieved by it.
Btw, you have a sattelite transmitter. Maybe it can do normal radio too?

The buggy teams departs quickly, wearing an awfull lot of protective scarfs and other things against the sand. Since they have taken the only radio, you don't hear anything of them anymore.

also, how many motors do we have -- it's listed that we made some last week, but our supplies show 0.

--

Cool, we seem to have made it through the storm safely.

Tobias and another scientist consult with the traders to see what we can do to improve communications, and show them the radio equipment we have, otherwise we should follow the plan posted just before the storm, except:
the farmers re-plant crops : 2 grain, 2 beets. (apples + 1 grain + 1 vegies provides enough food for 130 people permanently, doesn't leave much to trade though, but the bio-fuel should be worth more in trade) (apples are about 38/week, grain 68, vegies 55, so we need 3 plots to feed everyone.)

--
I'm off to a family birthday part - i may post again later today.
and 5 soldiers help clear the sand from the farm and the anti-vehicle defences.

184
ok, Tobias tries to estimate the distance to the signal -- with the interfearence, it can't be too far, while 2 engineers charge the buggy.

If we estimate that the radio signal came from close by (close == we can get there and back without a serious risk to the people we send), send out the buggy, 1 engineer, 1 soldier (armed) to see what help we can give -- we can't move 30 people with a 2 person buggy, but we can guide them here. they take the radio.

Tobias, and anyone else who can provide help quickly generates a pulsed spark gap generator using one of the motors we have, one of the torches as an energy supply (don't quite want to hook main power into an experimental device) ( http://www.youtube.com/watch?v=n5RyNKNjzbU, about 50 seconds in ; http://www.youtube.com/watch?v=T8BTgiSnIzY in operation ). This is done so that the guys in the buggy can find their way home, or guide the merchants home, using the direction finding capability of the radio.

While he is building the spark transmittor set, he asks if anyone knows morse code (25 scientists, someone should be a history buff ...)

Marconi used a similar setup in his first radio transmission between uk and america. the main problems with this are a HV power supply, and it is extremely wide band - it'll stomp all over other transmissions on a similar band, and you can't come close to transmitting more than basic morse code. On the other hand, a basic transmission like this should be able to be detected where voice would be lost.

If visibility drops, or Tobias hears something over the radio (or the buggy has had enough time to head out and return, with an extra hour or 2), he starts transmitting quick sets of pulses for direction finding, .-.-.-. (not much more than what is needed for direction finding though, we don't want to advertise our presence too strongly.)

" ******* work ****blast**** treacher*** merch***"." It sounds like someone is having "Issues" with their radio, and is a bit desperate.


RE: lightning - lots of particles rubbing together generates static - same way as water drops in a rain-storm generate lightning


I imagine we are looking at something like this atm :
http://www.youtube.com/watch?v=aqF7QuDGQIU

185

I like this modpack, it's got lots of options and things to do, although i find that i end up using EE, because the collectors are just so powerful for creating absolutely anything. (i've a cobblestone farm feeding an energy condenser, which is creating larva-filled buckets, which are being sent to run a geothermal (IC2) power plant and returned. The geotherm is running mass-fab, and some recyclers. The recyclers are also running off about 1/8 of the cobblestone factory output, and are feeding mass-fab.


all up, mass fab is worth it, as the geotherm plant is about 1:300 emc to eu, while mass fab is about 100:1 (including energy to run the recyclers)
--
anyway, a couple of points i've noticed:

the "m" key (used in build craft to change the mode of the electric wrench from low energy to loss-less) conflicts with the minimap menu setting
the "r" key in the crafting window triggers NFI recipes, and an inventory sort (meaning you don't get the recipe for the item you had your mouse over)


Every once in a while i get a corrupted texture, just 1 at a time, and it persists until i walk away and return (then a different texture corrupts sometimes).

186

Sorry, forum/browser ate my previous post
we created our first vehicle a couple of weeks ago, and because of hostile creatures, it's designed for speed, not for weather ...
Also, it only has enough seats for 2 people, so it isn't up to the task of rescuing 30 people.

If the weather is good enough to go driving, charge the buggy and send out an engineer and a soldier after the signal, they are to locate the party, and if possible render any assistance, if not, report back what they find.

Tobias continues to work the radio.

the builders turn on the generator, and make a basic hose connection mask for 2 people - ie, gas tank in cart, 2 breating aparatus attached, someone moves cart, other person can work wherever in the bunker (mask like airline emergency masks - not airtight, just gently blowing fresh air in your face).
once they are done there they use the advanced spair parts to (do the following in order, unless someone else expresses an oppinion)

Vote for the advanced spare parts:
a) Finish the computer (to work the nano factory),
b) fix some critical part of the fusion generator (power the nano factory),
c) build a radio capable of transmitting?

The scientists work with the nano-factory, aiming to perform a simple task.
 - manufacturing a coil of super-conducting wire, and/or basic self-repair, create more creator nanites.
 - if more complex parts can be manufactured, create a basic electric circut to enable transmission for tobias' radio (that's 4 things listed, lets see what happens :)
(hmm, 2 different types of nanites, 4 batches total?)

if it is determined that a rescue operation can be mounted, send 15 soldiers (5 swords, 10 guns, and the buggy) , with the radio for direction finding.

everyone else work on repairing the a) the rest of the computer, then b) fusion generator
- they aim to be efficient with their repairs (eg: if processing "wood resources" into "poles + planks" means the repairs take less over-all resources, then they do so)

Varinius   aims to ensure that no storm damage happens. If everything is already secure, he helps the nano-factory.
===

Finally, the nano-factory (supposedly capable of making anything) has been repaired, all our dreams can now be achieved (power permitting - my bet is we blow all our energy in 1 go, but who knows just how much power turning the nanofactory on will use :)

And we have a fusion power plant - we knew that there had to be something to power this huge place, and this little "emergency" generator that we've been trying to keep going .. well, Lets hope we don't have another serious emergency.

-- Worst case scenario : at the end of this week we have no power (nano-factory sucks it all dry), no production capability (super-nano-factory failure), and no food production (storm damage on crop-land).

-- best case scenario : we rescue the grateful merchants who have lots of boxes of electronics and weapons with them from the trade run, the nanofactory eats a bunch of power, expands its construction capabilities, and turns out some much needed parts, and the parts allow us to repair the fusion generator.

187
Is there a mechanism to convert bluetricity into eu, or the other way around in this mod pack, i find myself using elements of both atm.

188
the "biological resources" we have can be leather, but we have no cloth.

189
Hmm, a sandstorm ...
Atleast we know that our fence will survive - after all it survived ~20 years of weather, and has been restored to top condition.

a scientist brings in the solar panel - sand damage could be bad there.
i doubt we designed the windmill to be able to be disassembled, so 4 scientists adjust it for maximum wind survivability (even if that means locking  the blades so it doesn't generate any power).

10 soldiers move any resources outside inside (the metal will be by the fortress, but the wood is possibly outside.

10 builders add retractable slit windows to the NE guard tower, so that a watch for the returning trade party can be done, even in bad weather. Once done, 5 of them hole up in the shuttered tower to keep an eye on things.


10 soldiers, 20 farmers, and any extra hands needed ( this is a high priority over everything below) gather all food possible, if our crops are destroyed, life would be interesting ...

Varinius, 10 engineers, 10 scientists work on the nanofactory, using the boxes of parts as needed.
14 scientists search the lab for the fusion power plant, again tracing the power conduits from where they ended last week

2 engineers, 2 builders, 5 blacksmiths fire up the forge for part of the week to make some magnets, and create 4 motors.

Tobias spends his time at the radio, checking if the sandstorm has provoked any emergency transmissions, and analyzing how radio interfearence works. (Tobias should be our Chief Radio Operator, with a bonus to all radio communications related activities, I suspect he was a ham radio operator before the Event, as he knew how to make a radio from scratch).

---
I'll edit the above if anyone else has suggestions as to what to do.

190
thanks for updating ; its after 10pm here atm, i'll post something tomorrow.

191
Ebbor's profile shows that his still active and around...

192
posting to watch stand in amazement at this thread.

193
hmm...
* andy_t_roo edits previous instructions (back on page 8, which was still this turn...) to take this into account

194
Given that food will always be a limiting resource, i think better ants > more ants. THis also means that more can be achieved if only a few ants are capable of getting somewhere.

C) Now we have the surface flying is nice. Those ants might also be good for getting over water and other otherwise impassible underground areas.
Finally F) 1 super ant may achive things which many ants can not do.
E) Does this mean change an ant from 1 job to another known job, or does it mean Invent a new job type? (If the former, I instead)

--
1 ant should should:
1 miner should continue doing an exploratory tunnel down.
1 ant should explore as far right as possible
both soldier should station themselves between the termite nest and the enterence.
1 soldier should permanently guard the exit <oh wait, we only have 2 soldiers ...> (i'm just going leave the overloaded orders here, as they are all important)

Remaing ants should:
as for actions, have the workers harvest food from above ground, the soldiers guard the workers, the miners dig out a guard barracks near overmap entrance, dig exploratory tunnel around strange stone, and the queen make soldier ants.


Edited instructions for soldiers

195
we need to do some exploration - any spare ants should dig 2 narrow tunnels, 1 right, 1 straight up.

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