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Messages - NobodyImportant

#1
Well since the other persistent world mod seems abandoned... maybe this one isn't? Come oooon someone?

The idea is so great it should be vanilla game behavior
#2
Unfinished / Re: [WIP] Persistent RimWorlds
August 10, 2019, 01:04:11 AM
I'm not giving up on this :I
#3
Just confirming that indeed the game still loads 800MB of mods in about half an hour.
#4
Unfinished / Re: [WIP] Persistent RimWorlds
June 15, 2019, 06:48:47 PM
Come ooooon, live, you awesome project!
#5
I was about to do some modding for apparel when i noticed that some things in the Humanlike def are off.
Shoulders are a separate body part group from both torso and arms.
This is extremely illogical since:
-Arm prostheses include the shoulder.
-The clavicle bone in the shoulder is contained in the torso.

This makes very little sense, as there are very few clothing items that would include both arms and
torso, and not cover the shoulders.
The neck has the similar problem, and while it makes sense to not include it with the Torso, it should be included with the FullHead group, as most helmets also mostly cover the neck too.

The most egregious problem is the shoulder though as it's handled in three separate ways throughout the game.
#6
Unfinished / Re: [WIP] Persistent RimWorlds
April 30, 2019, 02:24:19 AM
We still care massively about this. I am waiting on this for a big long game of colony simulation. Please don't leave us hanging this is an awesome thing you've got here.
#7
Releases / Re: [1.0] Electric Stonecutting Table
February 09, 2019, 10:17:37 PM
This needs rebalancing. Introducing something new shouldnt have an effect on existing things. If you want to make your table more desirable up the speed dont turn down the vanilla speed!

This at 180 vanilla at 100 and this unpowered at 80 or less would be better imo.
#8
Unfinished / Re: [WIP] Persistent RimWorlds
January 05, 2019, 10:10:05 AM
Come ooon update this!!! Pleeease?
This is such a nice feature that rimwirld was originally designed to have this until apparently the a15 map update broke it.
I absolutely need this in my life.

#9
CPU: Intel Core i5 M480 2.67GHz 2.67Ghz
RAM: 8GB (7.8GB usable)
HDD: HGST HTS541010A9E680 931GB
HDD Read: 0.3-80MB/s
HDD Write: 1-76MB/s
OS: Win7 Home Premium x64
ModsActive: 160
ModsInstalled: 189
ModFolder size: 808MB
Loading time: 30-40 minutes in background, 20-30 minutes when only application and in foreground.
Hugslib Log: https://gist.github.com/HugsLibRecordKeeper/4608b55c359b77d601aacbedab9289c8

The real kicker here is that i used to be able to run Fallout 4 with 4GB RAM and 180 mods that were 20 GB altogether and at the very worst i'd get load times of 5-15 minutes.

Meanwhile the 2D Rimworld with a measly 800MB in 160 mods, is loading for half an hour.


Oh and this part "Please also make sure that you have "Run in background" enabled or keep the game window in focus while its loading. If this option is disabled and you're not having rimworld in the foreground while loading the loading process will stop entirely until you bring it into focus again." is inaccurate.
The loading process will only stop twice without focus. Once right at the start around when the steam overlay activates, and once before building the research tree when memory is being reclaimed although this second one doesn't always happen. Other than these points the game loads basically just as fast in the background as when i am watching those dots blinking.
#10
Unfinished / Re: [1.0][WIP] Real Ruins
December 18, 2018, 08:52:48 PM
Another thing that will enhance the gameplay experience waaaay beyond the scpe of what vanilla offered.
Awesome :D

Here's a couple of suggestions:
-10-20 tiles seems *very* small, especially when considering that you essentially obliterate the outer half with progressive decaying of walls first and then even floors. The upper limit should be increased to at least 30 if not 40, because as it is the ruins will end up smaller than some of the vanilla structures, not to mention mod structures.
-Even now, but especially if you do end up increasing the selection circle, the decay should be enhanced. If there's multiple core rooms, detonate a devtools explosion slightly above the size of the room in one or two for example. This way some of the adjacent core rooms might be damaged as well, and the whole thing would look less like a concentric thing that is just pasted into a random environment, but something that looks actually more intricately damaged. Because if the pattern of damage is simple and predictable one automatically continues the cut part of the structure in ones head outside of the limits of the cut, possibly running into problems where the structure seems to lead somewhere only to end in a rock wall right outside the bounds of the copied area. (minecraft worldgen for villages often ran into this)
The more intricate and unpredictable the damage looks the less one can continue the copypasted part in ones head and the less one will run into the problem above
-I don't know exactly how deterioration works, but destroyed walls shouldn't just leave rubble behind, but instead chunks of the appropriate material. That way deterioration would seem even more gradual around the edges.
-As for cutting server load: have you thought about keeping the saves themselves on your server and only sending out the copied parts of the home area? Granted that would increase the processing load for the server, but it would cut down on the data.

#11
Unfinished / Re: [WIP] Persistent RimWorlds
December 18, 2018, 08:26:29 PM
To quote Yahtzee from ZP:
"YES! YES!!! ALL OF THAT! IN MY FACE!! NOW!"

Holey moley this is a great mod idea.
Finally my dream of having a couple of colonists from space and a couple from a tribe could come true!

Question though:
To create a new colony, do you have to go through the new game menu? Or could you just  click on a tile on the worldmap, select an icon and do EDB Prepare Carefully before settling.
Another question. What happens to the other active colony? The problem with vanilla is that if you have multiple colonies the game simulates all of them even if you don't have pawns in some making it awful in terms of system resources used.
Would it be possible to select a colony on a hex to remain saved and unsimulated while you go focus on a different one and then be able to select it again to be active again? Sortof like a softer "abandon settlement" button.
The things on each hex of the world map are stored separately anyway, so it should be possible to do this right? Using the Abandon algorythm but keeping the save data.
I'm asking because having multiple colonies in the same world would be great except simulating them all would make the game unplayably slow...

I'd also love to do some early testing for this.
#12
Just an update on this.
With a surprising amount of luck i found the mod responsible for the problems within 2 hours.
It was craftable robots. The mod author didn't update it and it was full of problems with others reporting the same issues. Someone else luckily took the code and fixed it, reuploading it, so everything works now.
Even some of the otherwise outdated mods work.

https://pastebin.com/0qR39uej
#13
Help / Absolutely no idea how to manage load order
June 12, 2018, 08:05:13 AM
I am very new to Rimworld.
I mean i literally just downloaded the game on the weekend.
Now i'm already up to 183 mods. In the beginning everything seemed to load and work fine and few errors were encountered, only after i thought i had finally sorted everything out after two days and made the load order exactly as the mods wanted it did i try to actually generate a world.
Of course it failed, kicking me back to the seed screen.

The question now is: What do i do? I've read that stuff like this is a load order OR mod conflict OR broken mod problem.
I have tried the half-half method to find out what mod was causing the issue, but i could swear that the same mods selected produced different results on different tries. Plus new errors popped up, since unlike other games, mods here seem to love depending on each other. So dependencies were broken, some mods notified me about that others just showed errors, and with yet others i just noticed that the game wasn't loading.

I've tried the old Rimworld Conflict Checker, and found, for example, that several mods load different versions of the same harmony and hugslib dlls. Which according to the tool is a problem - i just have no idea how to resolve it.

Other than that the XML overwrites detected are mostly in the order i figured they would need to be in.

I'm at a complete loss and i have no idea what to even try.

Here's the current list with all the problems:
https://pastebin.com/EA2v4NyQ
Here's the list of DLL duplicates which is too long to fit into the paste above:
https://pastebin.com/gxd7ZSWX

PS: How the hell can a mod from the frikkin workshop have a *higher* version number than the version of the game that is updated by steam?