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Messages - OmniTitan

#1
Mod bugs / Visual bug on tab out and back in.
September 13, 2016, 09:18:24 AM
Odd visual bug when tabbing out and back in to game. Occurs in both fullscreen and windowed mode, as shown below. No idea what is it. If I save and reload the save then it all goes back to normal until I tab out again.





#2
Quote from: ThiIsMe007 on September 04, 2016, 03:31:05 PM
I agree with you : larger maps are where the fun is at ^.^

I have never reached your numbers yet (my maximum was something in the 40+ for colonists, 150+ for pets, on a14, winning some, losing some), but once I get the ball rolling so to speak, I better not to stop, or all hell is bound to break loose.

I also play on Cassandra/Challenging, because I tend to associate Randy with bad things (bad = wasting my time, as in just starting my colony and getting hit with 500 raiders or something). I don't think Randy can be any more harmful/challenging than the other two in the mid/end game, and I don't care about nor want any random "too good" surprises at the beginning. Cassandra is a harsh but consistent mistress, and she suits me well.

Anyway, I'm interested in how you manage your defence system to specifically down raiders for capture, if you didn't mind elaborating some more about that.

I don't currently have a setup I can screenshot. But the general idea is to not have too many defences firing at once. So I would create hallways into my mountain fortress (I almost always go mountain fortress for a game like this). Along the hallway I make little alcoves with guns, the alcoves stop the guns having too wide a range and so only two will fire on an enemy at a time. I do usually also have a slightly heavier defence at the entrance to thin their initial numbers slightly, but this is usually only important with larger groups attacking en mass.

I am currently messing around with mods so that will add a lot of new ways to down enemies. I very rarely actually use my pawns, almost always have an automated system. I build this as soon as I can, even if its based off wooden traps at first :P
#3
Quote from: hoochy on September 03, 2016, 12:17:17 AM
Just want to mention I play a certain "Game style" that often goes to late game, with many pawns, many mods, etc and that it always lagged even on the smallest map sizes. I have a decent I7 CPU so it is not like you can get much better hardware for this game. I pretty much play the game 90% of the time on x3 speed because anything else is too slow. On x1 speed it was not laggy, x3 was.

However the Alpha 15c version has removed all visible lag and stuttering for me now, except when constructing a lot of floors at once. Steady 60fps. I literally went from 15b that was stuttering and lagging to a 15c that is like the beginning of the game performance again.

So thanks Tynan, much appreciated. Can you go into any more detail about what the actual fix you made changed and what it was doing before? I'm a programmer so its a bit interesting.

I shall have to go test this myself now, looks like the fix may already be here :D
#4
Quote from: Tynan on September 02, 2016, 06:07:50 PM
Alpha15c should improve performance quite a bit.

Yay!

Quote from: cultist on September 02, 2016, 02:27:04 AM

I'm curious, how are you getting 40-80 pawns without mods? The game usually starts to softcap you around 10.

Anyway, the game is not optimized for 40 pawns and certainly not for 80. A better CPU would probably help, but I doubt it would elimintate the issues completely.

I do currently have mods. But even on my 3rd ever game (after dying from learning how to play), without mods, I got in excess of a 100 pawns. Its not very hard once you have a prisoner farm and a defence system built around downing instead of killing raiders. Also a picture is at the bottom if you want to see a segment of my current 76 pawn colony.

Quote from: ShadowTani on September 02, 2016, 06:23:49 AM
It's possible he plays on Randy. Unless things have changed only Cassandra and Phoebe softcaps you at 10 pawns. However, Randy is to the storytellers as Ludeonicrous is for the map sizes, so experimental in some aspects, this being one of them. In short, yes, the game is definitively not really designed with large 40+ pawn colonies in mind.

I do play on Randy myself, prefer a nice surprise every now and then.

I would disagree that the game is not designed for larger colonies (except the work tab, which is the sole reason I am trying to figure out RimWorld modding). Especially when adding Mods. My current game has 76 pawns and has about 20 mods installed. I have not even reached end game research, let alone end game production from the mods. There is still considerable time required to produce many things. Though my attempt to produce every item possible does tend to affect this :P

Anyway my point being that large colonies can be hugely fun, especially on Ludeonicrous map sizes. My current map is normal size due to the added lag a larger map + larger colony adds.

Another factor is also that I have 389 tamed animals. I actually culled 200 due to them causing lag and may have to do something similar again.

A picture of a segment of my colony as of now:
#5
Quote from: CannibarRechter on September 01, 2016, 03:30:16 PM
15c is supposed to have a bunch of CPU optimizations. You'll have to wait for that.

Wonderful to hear!

Quote from: ThiIsMe007 on September 01, 2016, 03:48:53 PM
I think I've read somewhere (probably on the Rimworld reddit) that disabling aliasing in your driver options also helps with performance. Can't find the source right now, sorry.

Just tried this but seems to have no difference. Hopefully 15c comes soon :)
#6
I have had this issue on very high end CPU's. The only way I can see to resolve this issue would be to use a server setup with an xeon, or two. As i7 6600k still has this. 4.8ghz AMD cpu didn't fix it either.

So no one has any suggestions other than a better CPU?

Also, Shurp. I have an i7 6600k, Nvidia 1080, 16gb Ram and SSD self build. This is not a matter of simply a better PC. Right now I am using a Razer Blade while I travel.
#7
I am running into issues where I am stuttering even at normal speed when I get above about 40-80 pawns (with mods closer to 40).

Is there anything I can do to increase performance?
#8
I am running a high end i7 and get into issues every game I play. Once I pass about 30-40 pawns the game just gets slower from there. Even without mods I struggle to have 50 pawns going at once.
#9
Ideas / Re: Your Cheapest Ideas
April 22, 2016, 01:46:00 AM
UI in Work tab allows colonists to be reordered and put under headings. This would allow for easier specialization with large colonies.
#10
I keep finding myself having issues with micromanaging my colonists when I start reaching 20+ colonists. A really simple, and easy I think, fix would be to have a UI addition of groups under the work management tab. Ie, default group is everyone, I can then add a group and name it "Farmers". Then I drag who I want into the group. There doesnt need to be any change to the actual work management of each colonist, just a way to seperate them into groups.

The main advantages to this is that you can see how many people you have prioritized for certain jobs. If you also add the ability to expand and close the groups then management of the groups themselves becomes a breeze with large numbers of colonists.

If I am honest I have stopped playing this game multiple times because of this issue. I always micromanage my colonies and this often leads to issues when I have tons of colonists, to the point where trying to manage them becomes a turn off instead of one of the reasons I play.

Anyway, thanks for a wonderful game, hope this can get implemented
#11
Mods / Re: [Idea/Request] Colonist grouping
April 19, 2016, 11:51:29 PM
I think a simple UI thing  could solve this problem. All you need to do is allow groups under the work management tab, allow those groups to be expanded and closed, and allow moving of people between groups. There is no need to change anything integral to the game to fix this problem.
#12
How do you use the custom save folder function? I can't seem to get it working from the Readme instructions.
#13
Ideas / Re: Priority order, for power
May 30, 2015, 12:29:58 AM
I second this, the ability to specify certain systems importance would be extremely useful. Maybe require a computer connected to the circuit or some research before its possible.
#14
Ideas / Re: Make the game MORE portable!
May 25, 2015, 08:08:59 AM
I second this request as I wish to be able to play both current and old versions and have modded versions and switch between my 6 machines, which I cannot do easily with the current save method. All within a single folder would be much more user friendly.