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Messages - Asero

Releases / Re: [1.0d] Vegetable Garden Project [8/12/19]
February 17, 2020, 10:46:23 PM
That's great news. I was initially worried that a lot of great mods like this one would not get updated for 1.1, but I'm happy I was wrong.

I can only hope that this is the last major update that breaks mods or we might end up in a situation where a lot of amazing mod-creators just gives up on the game (like what happened in Kerbal Space Program. They literally have zero compassion for their modding community.)
Well, I didn't test with without any mods installed or tried any different versions, but I did stumble across something that may be relevant. (Or perhaps it's a fluke and it's only working for me.)

I recently started playing Cities Skylines again and as a result I use a lightweight memory optimizer especially since the game can be extremely resource hungry with all DLCs and mods installed. Either way, I ran the memory defrag beforehand as per usual; but decided to play Rimworld instead :) Rimworld suddenly had almost no fps drops, which was pretty surprising since I'm playing on an i3 and the lag used to get pretty extreme in my case. Could these stutters perhaps be caused something that changed how Windows 10 manages system memory?

Please note that I did not run the memory optimization at any point whilst playing the game. In fact it's a pretty bad idea and can really mess things up--which is why I'm using Wise memory Optimizer as it's lightweight, free, easy to use and doesn't try to constantly screw with the memory when you're busy playing the game. Either way, I doubt this will work for everyone but it's probably still worth a mention.
Quote from: Fafn1r on November 02, 2019, 07:57:52 PM
not compatible with......

I can do this all day...
Releases / Re: [1.0] Psychology (2018-11-18)
November 28, 2018, 10:38:06 PM
Quote from: nickdos on November 28, 2018, 03:23:39 PM
Between the stupid election mechanic, the dates and anxiety and quite likely causing the "10 jobs in 10 ticks" bug with dates, I think this mod is way overrated for a strategic rimworld playthrough and probably only suitable for simcity kind of play

I think you meant The Sims there ;D (Besides, who still plays SimCity? Cities Skylines is way better.)

Unfortunately I have to agree though. For the amount of overhead this mod introduces, it doesn't really translate very well in the actual gameplay.
Still, the problem for me is that you have to craft/equip redundant tools for almost every pawn (even if they don't use it)
just to make the 'Colonists lack tools' message finally go away.
The main reason I don't want to get my mods from the Steam is because eventually paid mods will return to the workshop across the board.
Don't believe me? Google: "Gabe Newell makes clear Valve's intention to bring back paid mods."

As going into the details will lead to an off-topic discussion, I'll just leave it at that.
Releases / Re: [1.0] Spotted (2.0) - 19.11.2018
November 24, 2018, 10:06:33 AM
Double checked. Same as above. Running this mod together with GiddyUp causes a Hugslib patching error.

HugsLib ERR Failed to apply Harmony patches for HugsLib.GiddyUpCaravan. Exception was: System.Runtime.Serialization.SerializationException:
Could not find method 'Boolean TryExecuteWorker_Patch[MonoType](System.MonoType, Boolean, RimWorld.IncidentParms ByRef)' in type 'Spotted.IncidentWorker_TryExecuteWorker_Patch'
  at System.Reflection.MemberInfoSerializationHolder.GetRealObject (StreamingContext context) [0x00000] in <filename unknown>:0
  at System.Runtime.Serialization.ObjectRecord.LoadData (System.Runtime.Serialization.ObjectManager manager, ISurrogateSelector selector, StreamingContext context)
Quote from: Aki-San on November 23, 2018, 02:01:21 PM
Just buy it again for steam to support ludeon (even more!) and download the mods there and copy them over.  ;)

Not everyone likes to support Valve/Steam. I try to buy most of my games from GOG, or the developers themselves. Originally when I bought Rimworld I believed the mods would remain forum-based, or have their own platform like Factorio. Unfortunately I was wrong.
Quote from: 中村ジロ on November 23, 2018, 02:12:30 PMThen... don't install the mod, lol? You say it as if rape is worse than the horrific genocide, slavery, drug problems etc. that happen every day, both in the real world and in RimWorld. Does genocide not suck enough for you to not buy a game with genocide in it?

I stated very clearly above that I would not download the mod in the first place. I play the game because I like the base-building and resource production/mods.

Besides, I think you're just trying to poison the well, so this line of discussion is over.
Quote from: cosmic alpaca on November 22, 2018, 08:56:35 PM
so... nobody will make a mod based on this topic?

To tell the truth, I wouldn't download such a mod even if someone were resolute enough to tackle this. I'm not comfortable with the topic of rape, and I certainly don't want it in my game. Life is shitty enough for me not to have to deal with such themes in the games I chose to play.

That said, I'm not going to go on some crusade if someone else wants it in their game...
Quote from: TelekineticSloth on November 21, 2018, 05:38:10 PM
I dont think you are allowed to post mods here without a non-workshop link.
Actually you are allowed to post without including a download link.

Can a moderator please confirm this, since there seems to be some confusion regarding this new 'rule'.
Mods / Re: Loading time with mods
November 21, 2018, 07:52:43 AM
Just going to quote something I came across on the steam forums a while ago. I can't vouch for the accuracy, but it does seem to make sense.

QuoteCertain mods have a much larger impact on load times, especially those that apply small edits to a very large number of objects, or those that procedurally create a large number of new objects. What's happening during loading is patching. The game is loading multiple sets of data, checking them for errors, comparing them, and merging them into a new instance of the game loaded in memory.

As for the bonus question: I'm running about 80 mods on my Laptop and it takes around 5 minutes to get to the loading screen. I could be quicker, but one of the mods throws out an error, which I haven't been able to track down yet.
Releases / Re: [B19] Gear Up And Go
November 20, 2018, 11:59:29 PM
Quote from: Amnesiac on September 19, 2018, 03:43:42 AM
I just get an error when I try to use the button with BPC as well

Edit: My bad. Looks like the update didn't go through correctly. I have updated manually and will test again. Hopefully it will work this time.
Releases / Re: [1.0] Power Logic - (v1.8) (20.11.2018)
November 20, 2018, 12:27:32 PM
Looks like it could be really useful, especially with Rimatomics/Rimfeller mods.

Seems like there's an overabundance of logic circuits in the games I play now. Factorio, Oxygen Not Included, Empyrion, Stationeers... so why not Rimworld as well  ;D

Any chance of putting in an option to disable the Side Alert 'Colonists lack tools'.

I usually play on extreme ice or extreme desert worlds, so there isn't a single tree to cut for the next thousand miles. (I assume it's complaining my pawns don't have axes in their inventory?). Also would help if I don't have to craft unnecessary tools just to make the bloody message go away.

Regardless, consider it to be a essential mod in any playthrough. Always found it odd that a 'survival' game doesn't include basic tools.