Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - SourceVG

#1
Support / RimWorld bad FPS suddenly
August 06, 2016, 10:42:41 PM
Hi,
I've been playing RimWorld since the Kickstarter campaign and I have previously never had any issues. But all of a sudden, I am experiencing gameplay at a constant slow 20 FPS.

My laptop: Intel i7-4710HQ, 8GB RAM, Nvidia GTX 860m
I have been playing RimWorld on my laptop for a year or so without any problems, very high FPS. All of a sudden I am now getting 20.

I did a clean install of Windows 10 and I am still getting very bad FPS. My laptop says it is using the dedicated Nvidia GTX 860m graphics card and NOT the Intel integrated graphics. And if I go into the Nvidia control panel and select RimWorld, it is set to use High-performance Nvidia graphics.




EDIT: This seems to be a software/hardware issue related to my PC. Sorry for the confusion. However, if anyone still has any insight I will gladly take it :)

Could this be caused by a recent update? Any suggestions? Thank you.
#2
Really cool! When my internship ends in two weeks I would love to help contribute to this project if permitted. I have programming and networking experience.
#3
Ideas / Measuring Dimensions! Addition to Plan Tool
June 20, 2014, 01:43:07 PM
On the planning tool, it should tell you what the dimensions are (height and width). It is really frustrating trying to count them manually. This should be a quick and easy thing to implement but it is really needed!
#4
Ideas / Re: Multiplayer
June 17, 2014, 06:37:55 PM
I have some ideas for a multiplayer, even though I doubt it will ever happen:

Players can chose to share their colony with their friends or publicly. From there you will act like a Faction on the faction overview. You can ally with other players or become enemies. If you are allies, your colonists will go to their colony and attack and vice versa.
#5
Update 1.1.2 includes a upgraded texture of the Blast Door. (Credits to 404 Name Not Found for making it  :))
#6
Updated! New source code also included. Most notable changes:


  • Changed the method to fire events. Trade vessels and raid attacks should always occur, regardless of the storyteller. (Credits to Tynan)
  • Made it so you cannot place a distress beacon without a comms console built (thanks to Cala13er and Haplo for helping with some looping issues)
  • Fixed some things with steel wall and blast door (and some adjustments)
  • The alarm lights will flash yellow when there is a fire in your home area (but raiders are a priority)
  • Research must be done to build Alarm Lights, Distress Beacons, and SteelWalls/BlastDoors respectivly

Edit:

Added another quick update (let's call it 1.1.1?)

  • Added alarm sound during raider attacks

Enjoy!
#7
bump. Anyone?
#8
This code worked in prior to the update, but now it gives an error. Although it still does delete the item, like it is supposed to.

Code:

if(!Find.ListerBuildings.AllBuildingsColonistOfClass<Building_CommsConsole>().Any<Building_CommsConsole>())
        {
            ThingDef findBeacon = ThingDef.Named("DistressBeacon");
            IEnumerable<Thing> listbeacons = Find.ListerThings.ThingsOfDef(findBeacon);
            foreach (Building newcurrent in listbeacons)
            {
                newcurrent.Destroy(); //destroy all beacons --- THIS LINE GIVES THE ERROR ------------------------
            }
            Messages.Message("You must have a Comms Console built before you can build a Distress Beacon.", MessageSound.Negative); //send a message alerting him
            return;
        }


Error:


After debugging the code, it seems to happen after the "newcurrent.Destroy();" is executed. And based on the error code, "Collection was modified" I think I know what is going on.  ...  It created the list of all of the buildings, but then when one of the item is taken away from the lists and "modifies" it, the code gives an error.

This didn't happen in prior updates so maybe the code was changed for the Destroy() function? This is kind of a possible bug report report and also a help thread.

Thanks :)
#9
General Discussion / Does this only happen to me...
June 02, 2014, 11:01:04 PM
Whenever I tell anyone about this game, they always answer back with, "Rim Jobs?"

It happens on almost every occasion and I just laugh about it now. The first times, I was just like, "..What?"
#10
I think the amount of slave ships that pass by increase with the more colonists you have.
#11
Help / Re: Starting raid attack
June 01, 2014, 10:31:21 PM
Thanks, Tynan. Going to edit my code now  :)
#12
Awesome. This is going to be a fun code-filled week.  A lot of new ideas I have in mind. ;)
#13
Quote from: Plunkett on June 01, 2014, 09:44:02 PM
Quote from: SourceVG on June 01, 2014, 06:57:52 PM
Quote from: Plunkett on June 01, 2014, 06:45:02 PM
I love the features and the attempts to balance them.

Some potential ideas: extend the alarm to include fires, prisoners escaping and perhaps also a panic button for colonists, which when pressed causes all colonists to return to base immediately (dropping anything they are carrying: helps when raiders are attacking immediately and your colonists are dispersed? Probably go to their bedrooms or to an armoury (I often forget to re-equip weapons to colonists who previously went down). Perhaps different colours, patterns of flashing or sounds to differentiate?

Thanks guys. Also, those are some really nice ideas I didn't even think about. I'll try to add them.

Apologies for extra long quotation - on my phone so harder to edit text (especially when the editor is not responsive). Anyway I am looking to start trying my hand at modding - so if there is anything I could attempt to do/try please say. Irc/Skype/steam if you want.

For animal attacks are there any actions?

I'm pretty new at it myself, but add me on Steam and I'll try my best to guide you :)
http://steamcommunity.com/id/SourceVG
#14
Quote from: Plunkett on June 01, 2014, 06:45:02 PM
I love the features and the attempts to balance them.

Some potential ideas: extend the alarm to include fires, prisoners escaping and perhaps also a panic button for colonists, which when pressed causes all colonists to return to base immediately (dropping anything they are carrying: helps when raiders are attacking immediately and your colonists are dispersed? Probably go to their bedrooms or to an armoury (I often forget to re-equip weapons to colonists who previously went down). Perhaps different colours, patterns of flashing or sounds to differentiate?

Thanks guys. Also, those are some really nice ideas I didn't even think about. I'll try to add them.
#15
Alarm Security Lights
Distress Beacon
Steel Walls and Blast Door

A mod by SourceVG


This mod adds Alarm Security Lights, a Distress Beacon, and Steel Walls and a Blast Door.

Alarm Security Lights:
These are alarm lights that flash red when you are being raided by enemies and flash yellow/red when you they are fleeing. This adds a really cool visual to your base and adds a bit more of a sci-fi and futuristic feel. In movies and shows, the sound of alarms and the red flashing lights always send chills down my spine.

A video demonstration:
https://www.youtube.com/watch?v=8uRjUi2n3Ww

Screenshot (if you can't watch the video):


Distress Beacons:
Ever have that scenario when you are all out of a certain material and you haven't stumbled upon a trade vessel in forever? Placing a Distress Beacon will send an alert to all incoming space traffic and hopefully a trade vessel will see it and come to your planet. But it isn't a 100% chance for a trade vessel to arrive. In fact, there is only a 55% chance for a trade vessel to arrive, and a 45% chance for a enemy raider ship read your distress signal and come in for an attack. So it is a risky situation, but one you may have to take during desperate times. This beacon can only be placed in an outside area. It will flash a green light when it is working and until it stumbles across an event. To turn off the beacon, stop the power flow to it. You can only have one distress beacon built at once.

Steel Walls and Blast Doors
Steel Walls are just walls that take a shit load of metal to build and have really high amount of hit points. Blast Doors are the same concept, except they also take a shit load of power to run.

Known Issues

  • None as of version 1.1.1

Version History


  • Version 1.1.2
    -Upgraded the texture of the blast door (credits to 404 Name Not Found)

  • Version 1.1.1
    -Added alarm sound during raider attacks

  • Version 1.1.0
    -Changed the method to fire events. Trade vessels and raid attacks should always occur, regardless of the storyteller.
       (Credits to Tynan)
    -Made it so you cannot place a distress beacon without a comms console built (thanks to Cala13er and Haplo for helping with some looping issues)
    -Fixed some things with steel wall and blast door (and some adjustments)
    -The alarm lights will flash yellow when there is a fire in your home area
    -Research must be done to build Alarm Lights, Distress Beacons, and SteelWalls/BlastDoors respectivly

  • Version 1.0.0 - First Release

Credits

  • SourceVG
  • Justin C. - (explaining how to start raider attacks)
  • Cala13er/Haplo - (help with some loop problems)
  • 404 Name Not Found - (providing a better texture for the Blast Door)

License

This work by Stephen Glass is licensed under a Creative Commons Attribution 4.0 International License.

Feel free to use, edit, and share this code!

The source code is included!

[attachment deleted by admin: too old]