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Topics - ProfZelonka

#1
General Discussion / Many mods game speed (tips)
September 11, 2020, 04:28:50 PM
Hundreds of mods made my game super slow, I found that my slowdown were the faction mods. No idea why faction mods would be the issue, but after disabling all my faction mods the game runs perfectly fast, near vanilla speed even tho I'm still using many hundreds of mods.

Thought I'd share my tip in case it'll be useful to someone. Feel free to share other tips in the thread! Cheers
#2


If I select the colonist (or visitor/raider) with the issue, in RPG inventory tab I can see everything except the head. The head is invisible. Same in the colonists portraits at the top of the game - no head. But in the game only the head is visible with a pink block under it.


This doesn't happen at the start of the game but after a bit into play through.. At first 1 colonist got it, then another, now my visitors/raiders are getting it. Humans only tho, all alien species are fine..

It is not any of the clothing/headgear. I tried removing all of it on multiple colonists.

How do I find out which mod could be causing this or troubleshoot it? No errors on the dev log as I'm playing.



*edit: I just got a transport pod crash event and the human is entirely a pink blob, invisible in RPG inventory tab. I can't see the body even lol just the entire thing is invisible and shows up as a pink block. But blood still overlaps the injured pink blob. lol
#3
I'm buying a new CPU and wondering if one will be better for Rimworld than another. Most CPUs now have like 6-12 cores which is crazy. I remember some years back people said RImworld only runs on 1 core and doesnt utilize all the cores anyway - Is this still the case after 1.1???

I'm pretty much buying a CPU for Rimworld as everything else I do can run on much less than my giant Rimworld colony with tons of mods...
#4
Fog of war but on the world rather than the map. Factions are silent until they discover you or you them. Some events disabled until faction is discovered. Royalty disabled until the kingdom is discovered, etc, etc.

I've always loved to play C&C Tiberian Sun because while you set up your base, you send scouts to explore the map for other bases. In Rimworld tho, I'm a base builder and rarely caravan.. This mod would definitely get me to start caravaning!
#5
Say you have a race mod which includes 3 weapons. One of them is broken. How do you get rid of it out of the game? (at least make it not spawn)

We have so many mods that there's a lot bundles in some mods and often, there's items included which are undesired.

Would be nice if there was a way to disable items. Maybe toggle items off as a mod, like mod "Gizmo Begone!" does for furniture/benches, but this one for clothes/weapons. Would be even cooler if a pic of the item was next to the name.

Maybe there's already something like that? If not, just a mod idea for whoever is capable and willing.
#6
Mods / 2-sided walls (mod idea)
May 20, 2020, 03:09:58 PM
A home with wood walls on the inside, stone blocks on the outside. (for example) Same square space.

This could be done possibly by the same way that decorative floor tiles work - they act as a top layer above the floor tile. Maybe it's possible to take a wall and add a second wall on top of it. In the example above of a wooden wall and stone block wall, the wooden would burn but roof would not collapse as the stone wall would remain.

Why a mod for 2-sided walls?
Visual mostly - have rooms only have internal style of wall texture/material-type, have sterile walls in a medic room without the sterile walls seen on the outside. Of course the mechanical would be that you can protect wooden rooms from outdoor fires.
#7
Ideas / Interact with relatives that are passing by?
March 20, 2020, 12:29:45 PM
What's the point of getting those notification that a group of travelers is passing by and one of them is your colonists' mother, when she passes by and is gone. ???

Maybe we could have them clickable for interaction, to:
1. Say hello (quick mood boost)
2. Invite in to stay for a day or two (bigger boost but bigger risk since you could always get raided or something bad happening)
3. Insult (negative mood, but reduces relationship to the negative)
4. Dismiss?
#8
I miss the classic planet wallpaper with the broken ship.. A blown up rich hipster just isn't doing it for me.

There is an option, called RimThemes. BUT, it means loading 2 mods which have custom load screens and such extras. It's far from necessary, and I noticed even the wallpaper quality is reduced..

Could someone please create this "simple"-sounding mod?
#9
Ideas / MVP tab (and colonist statistics?)
March 17, 2020, 11:07:15 PM
Who's your top colonist? We're able to sort by single skill, but what about overall?

Furthermore, how do traits, abilities, health, and so forth impact the amount of work done or the impact made to the colony?

Just an idea. Often I wonder which colonist deserves the bionic leg more than the others - there's not really a way to tell.. Or which colonists are mainly freeloading more than anything. Maybe one could even sacrifice their weakest, least-contributing colonist, to the RimGods. :P
#10
General Discussion / Giant Maps
March 07, 2020, 04:32:55 PM
What's the bottleneck of using giant maps, exactly?

Let's pretend I'm a rich guy who could build a super computer, what component super-upgrade would remove the bottleneck of slow gameplay on (impractical) giant maps?
#11
General Discussion / Why Royalty?
March 02, 2020, 09:56:04 PM
Obviously huge fan of RimWorld with more hours than I should have. I've been enjoying Royalty, I have and still am. BUT.

Why the choice of making a "Royal faction you have to abide by, turning your own colonists into royalty slobs who throw tantrums if their decrees are ignored"??? And why so much more of mechanoid raids and now sieges, surely a large part of the RimWorld players don't enjoy quests and mechanoids, altogether.

RimWorld is a huge open game where anyone can play whoever they want. I'm very curious why, of all DLC possibilities, Tynan and the team went with a "royal" idea that they figured we'd enjoy? And I have been enjoying it, but also, I'd enjoy other DLC ideas a lot more, too.
#12
I remember seeing a few threads on Linux getting better performance at one point. Is this still a thing with 1.0 of the game release, or is it an even playing field? (Keeping in mind that apart from the game, Windows 10 in itself has more crap that's on in the background by default, of course..)
#13
Help / Which mod has "Anti-Mech Rifle"?
November 12, 2019, 12:37:55 AM
Played a few games already, mods in different orders, but I still can't get anti mech rifle to shoot - colonists constantly just stand there aiming over and over until they get tired and go home. lol

What mod contains this rifle?? Searched the web and can't find it.
#14
So here's the big idea:


  • Build a big ship containing your rooms, freezer, all your junk. The bigger the size, the more resource to make it take off - possibly the more propellers or cores or whatever items.
  • Hit the blast off for a fancy blastoff animation and white-out the screen.
  • Now all you see is your "ship" (base) in space. It's basically just a small map of strictly your base - your ship. The textures other than the outline of your ship are invisible, showing the seemingly looping space background or wallpaper. Your jet engines are probably on during all this space travel.
  • Events still happen. When building your ship, you need to place a spot near an edge of your ship that will signify the on-board/cargo area. Factions can board your ship to trade. Aliens can on-board you and attack. Raids, wild-man, travelers even. (You'll likely have "factions" regenerate once you leave the planet and end up in space with "new" invisible unknown factions.)
  • New events: The potential is limitless (as you're past the sky :P), but some big ideas would be to have events of planets encountered, their living conditions or possible mining potential! Caravan events can also all be utilized.
  • New things: Space suits are a must, especially for non-living planets for mining operations.
  • The best part: When you want to land on a hospitable planet, just accept the event or something, and the new world is loaded - prepare your landing in preferred area of the new world, and when the map is loaded your giant base comes placing down into the map.. until you decide to take off again.

The "I'm basically never gonna stop playing" experience. :P There's a few mods I've seen before that have already aimed at some aspects of this. I'm wondering if this could be a real experience for 1.0 tho, somewhere down the line.
#15
Here's the dumb idea: You know how every so often someone is running and is looking for safety? Well one could use that to initiate the Terminator mod. If successfully defended Sarah Connor, she joins your colony and here on you get Terminator attacks every so often.

But there's more! From the killed terminators you can eventually dismantle (after research) and build a knowledge enough to build your own terminator robots to fight your battles. (Or just able to get advanced bionic parts from them if that's too complex to code. lol)

Just wanted to also say, thank you modders for your awesome work! There are so many amazing mods! Especially love TiberiumRim! Plus Tiberium Factions and other factions like Argonians, Star Trek Federation, and RimEffect Asari! (Hoping for RimEffect to be compatible with A17)