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Messages - SabakuOokami

#1
Ideas / Re: 32 bits?
January 17, 2015, 11:37:12 PM
Quote from: ReiCoringa on January 17, 2015, 09:27:41 PM
First:Sorry my english i am brazillian.
Is impossible put more than 1gb on game?and is possible the game use more than a core? for more speed?
Because my pc can hold so much games but rimworld i have about 15 fps.Of course i using mod.
My setup:
processor: i3 dual core 3.07ghz
memory:8gb
windows 7 64 bits
sapphire r7 260x

...I would suspect it is the mod you are using. Otherwise rimworld works very well.

Could you say what mod or mods you are using with the game?
#2
Quote from: Jaxxa on January 03, 2015, 06:29:58 AM
Quote from: SabakuOokami on January 03, 2015, 06:20:29 AM
(Though alternatively, a person can simply cheat in a gate, kill off his colonists and send the off-world team afterward, I guess.) And now... *runs to mess with the stargate*

That is basically what the Offword version does.


Have fun.

I realized that when I got into the game to try it out...
#3
A stargate o_o...

Screw building a ship, we're going through that shiny puddle.

I'm curious about the off-world gate version of it and everything, but that's where testing it comes in. :3

Oddly enough, is it possible to somehow add in a stargate into world generation where it's 1 stargate on the world (unable to build them). With a little dot so the player knows where it's at and can build there around it and such?
Or maybe it's there and you can send an off-world team to it's location and make a base or something? Kind of an alternate way of building a colony instead of doing it the usual way.

(Though alternatively, a person can simply cheat in a gate, kill off his colonists and send the off-world team afterward, I guess.) And now... *runs to mess with the stargate*
#4
Outdated / Re: [MOD] (Alpha 8) Wizardry Mod (0.1.0)
January 01, 2015, 11:34:04 PM
Screenshots always help. A lot of people like to see what they're going to download and play with instead of going in blind.

Magic and rimworld... it's an interesting combo. Sadly, fantasy mods aren't many for this game. I'm curious to how this will go.
#5
Quote from: JuliaEllie on January 01, 2015, 07:34:25 PM
Quote from: Bearsbandit53 on January 01, 2015, 07:29:18 PM
Is there any way to protect against solar flares? It's a bit frustrating to lose a good chunks of skills to an event that is impossible to avoid.

nope there is no way to protect against solar flares. Its a part of the experience - a hive mind is not a static thing it changes over time and knowledge is gained and lost all the time. Its an artificial organism which needs constant maintenance and sometimes you get some sometimes you lose some - its a way to keep the end game a bit more interesting.

Don't forget that it's also another reason why you shouldn't put 'all' of your colonists into a hive mind.
#6
I put the static lights in what I 'think' was the right folder. (The assemblies folder within the mod folder, right?)

If that was the right spot, it didn't cause static lights, the lights still acted the same, with the same lag.
(Started a new world/colony just in case as well) (renamed it to the file that was in the folder, unsure if it was supposed to replace it or not. Even tried it with both in the folder together.)

So either I put the .dll file in the wrong folder or it's not working somehow. (I believe I put it in the wrong folder...)
#7
Quote from: Rikiki on December 30, 2014, 10:39:26 AM
I just tested with a low-end PC and did not had lags with more than 25 alert speaker shouting.
Does anyone else have lag problem?

The lights are just glowers whose range is dynamically changed. It should not be too much CPU consuming. ???

It may be the fact it 'dynamically changes' that causes the lag in the game. The lights, I think, weren't meant to do that in the game. So since there are now lights in the game that does it... it takes the game/cpu extra time to process them.

Fortunately, the speakers still work without power and the light off. (Surprisingly)

You could make 2 versions to keep people relatively happy. 1 with the dynamic lights, the other with static lights that do the same (but without the constant change in range)

It's not a lot of work to do it (If you don't want, not powering them still works  ;D ) and since it's technically not a bug, it's just something that people's computer's can't keep up with.
Though I think the lag comes with the game constantly checking the speakers if the light needs to 'dynamically change' even when it's green.

25 speakers... and no lag?

Where did you find this low-end super computer? :P
#8
This is where boats would be great... living in a water world would be really, really short-lived otherwise.
#9
Quote from: MajorMonotone on December 28, 2014, 12:39:42 PM
Quote from: Haplo on December 28, 2014, 12:16:10 PM
One requirement that is often forgotten with the ground traders is, that they still need the orbital trade beacon. Without that the trader doesn't know which silver is for trade and you'll have no available silver in the trade menu.
So the first question is: Do you have silver in range of an orbital trade beacon?
Yes, it's placed in the middle of the stockpile, has no roof.
If you want I can provide a screenshot.

Are you 100% sure that you have a beacon there?
I completely forget about the trade beacon myself, thinking I either don't need it for the land-traders or I just forget about it.

As for a screenshot, well it might help. It might not.
#10
Quote from: skullywag on December 22, 2014, 12:31:53 PM
Nope gold silver and uranium have a multiplier in the stuff system. Thats the core game not a bug.

...Well the goes my thoughts of an alien world Fort Knox being guarded by androids.
#11
Quote from: lude on December 22, 2014, 10:01:02 AM
Quote from: JuliaEllie on December 22, 2014, 09:18:03 AM
It looks like you are trying to start an old save file without Apothecarius on. But I will also put a poll up if anyabody still uses the hivemind system.
The error log starts firing as soon as the game loads the main menu, i would like to try hivemind out, so far I haven't really come to, all I know is that a colonist started with drone core would not crash the game or lead to any weird behaviour but him being bad at everything.

Well if you start a colonist with a drone core, and no hivemind, he's a drooling mess. Until you get one, he's basically a walking, drooling waste of space. (As the mod description for the hivemind clearly says...)
Once you get a hivemind, he's more useful and his skills will go up. If the hivemind has no power, he reverts to drooling. Hivemind is destroyed, he goes back to drooling again.

The hivemind is basically that colonist's mind in a way.

From the error log, and your explanation... the mod folder is missing something (for some reason) and you may have to delete the folder and replace it. (That might fix it)
Or you could have another mod conflicting with the hivemind, though I wouldn't know of any that does what the hivemind does.
#12
Outdated / Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
December 22, 2014, 10:04:35 AM
Quote from: Dead Videos on December 21, 2014, 07:39:48 AM

and by the way, the naquadah reactors go up to MK XII and apparently that last version is capable of powering the Atlantis shield for 800 years straight. Granted that was another timeline, but it happened in the show. so yeah... also if you do implement just the MK 1 and the MK2 it should be noted that the MK2 is 600% better in terms of efficiency and power output.

Power generators with the possibility of wiping out your base if something goes wrong with them... If anything, it'll make you focus on protecting them against attackers.
The thought of a random pirate/tribal/jaffa (or whatever) beating it to destruction with his weapon is somewhat frightening to think about.
#13
Found an odd little bug, for some reason when you activate MAI, that 40 gold you need ends up multiplying by 20, so instead of 40 gold, you end up having to spend 800 gold to activate one. (And at that point I expect it/her to be gold-tinted)
The 40 Plasteel though doesn't multiply.

(Which for me to learn this bug was a bad investment since she blew up in the raid right after I activated her.)