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Topics - kobar

Pages: [1]
1
Ideas / Exactly 64 bits.
« on: August 23, 2017, 12:59:42 PM »
So, Rimworld is running on 32x executable. This is bad. This means that the game is limited to use around 4gb of memory. By allowing it to use more the game can give more memory to AI calculations, significantly improving performance of the game. I'm not a qualified programmer, but I can assume that this would make realtime mod loading easier, meaning less lags when using a huge amount of modifications.

I was just wondering... why? There was a point in Rimworld history when Tynan just stopped updating to new unity versions. I mean, when there is a new version of the game engine - why not update a product? Yes, it would take effort and time but it worth it. Now unity 2017 is almost out, but game is running on unity 3.5 or something around this version, and of course, NOW it would take a LOT of effort to update all this code to the latest.

I highly hope that Tynan would take care of updating project in alpha 18 rather than injecting new features. I made this post just to know how many people share the same point of view as I am.

Thanks for your attention.

2
Mods / Crime and punishment
« on: March 04, 2017, 04:14:35 PM »
Hey, are there any mods, that can make arresting colonist more usefull? It would be much great if colonist, who had spent some time in jail can have morale boost for motivation not to do bad things (like setting medicine on fire).

3
Mods / [Mod idea] calm tantrums
« on: October 15, 2016, 07:17:07 AM »
What do you think about a mod, which adds a possibility for high level socials to talk with mental broken ones, and calm them with low percent chance?

4
Help / Textutes error
« on: August 23, 2016, 11:57:07 AM »
I tried to extract textures from RimWorld data, using UnityAssetsExplorer, but soon as i opened .dat file i got this:


This problem is caused by UAS, or it's mu fault?

5
Mods / [MOD REQUEST]No daze in battle
« on: July 18, 2016, 05:38:36 PM »
Is it possible to remove chance of mental break (especially daze) while in combat? I can understand tantrum, but when it goes "I'm the most powerfull guy in this colony, but food is awfull so imma going to walk right at enemies calmly". I've got such a butthurt when last game two of my gunners SUDDENLY got dazed, because of bad food and room.

6
Mods / @ModSuggestion - "How NOT to die a stupid death"
« on: March 24, 2016, 03:48:07 PM »
I've seen many videos and playing by myself and realized that colonists now - as stupid as ads autors.
They can simply find path through fire, enemies, dangerous areas to get some items to haul.
Example: Playing with SK mod, on super hardcore conditions and have one last hope to not get rekt by raiders, by sending skilled colonist on defend. And guess what? Yes. He just walks into a raptor flock, and dies a glorious death not fighting them but keep walking to his goal.
R.I.P in peace, dear Byte.

Well, the only thing i want to know is if it even possible to access AI and make changes in pathfinding, to make them try to avoid dangerous areas. And if it is - this is request, pretty much.

UPD: I'm not criticize Tynan for such pathfinding, i was into gamedev earlier, and i know that pathfinding and AI is hard to even understand the logics.
Thank a lot, KoBar.

7
General Discussion / Maximal map size option.
« on: March 18, 2016, 02:35:55 PM »
Well, I tried to be an explorer, and find some pieces of RimWorld code, which can affect maps. Map size, to be precise. But nothing i found.
And here I am, asking you for help. Does anyone knows, how to change maximal map size in generation?

Thanks a lot, KoBar.

8
Mods / [Mod request]Advanced heat
« on: October 13, 2015, 01:51:03 PM »
At the moment, the temperature system is more like "How hot is dat air in dat room". Well, i was thinking about a mod, which can make heaters heat the area, but not only rooms.

9
Ideas / Travelin
« on: June 13, 2015, 11:25:17 AM »
Will it be a possible to travel to another location at map? Your's opinion?

10
Ideas / moving between locations
« on: February 19, 2015, 12:25:08 PM »
Is it possible to make a mod which allows to moving between locations?

11
Ideas / Researching system improves
« on: February 01, 2015, 11:41:24 AM »
at the moment, the researching system is pretty simple, so i have an idea to make "researching trees". It will look like this:



also, i have an idea to make a price for researching. For example, to learn tailoring you will need 15 leather (also have an idea to improve researching window)


SO, what do you think about it?

12
Support / sorted resourse display
« on: January 24, 2015, 02:26:12 PM »
How can i make my resourse list (left top list where displayed all stockpiled resourses) sorted by tags? (food, ore, weapons)

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