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Messages - forahilarm

#1
Quote from: notfood on February 08, 2019, 03:28:01 PM
Here is another way that halves loading times dramaticaly. Caching the Assembly lookup:

https://github.com/Zetrith/Multiplayer/blob/master/Source/Client/Optimizations.cs#L98-L114

Creadit to Zetrith for finding it.

Basically, RimWorld does reflection every time it finds a type in XML. The more XML custom types the more reflection and reflection is slow. All mods use it. This patch makes it so there is a cache lookup before returing the type.

Many report 2-4 times faster loading.

I can confirm that my loading times drastically decrease with this, however, I've found that my world generation junks up pretty badly with my other 200 mods. Is there possibly a way to yank out that code and make it a mod in of itself for the purpose of self caching?
#2
Been meaning to chime in here, but I had dev mode off for the longest time and it pains me to boot this game up at all anymore Lol.

Intel Core i5-6400 @270GHz
SSD
16GB ram
Nvidia GeForce GTX 970

256 Mods installed
230 Mods Active
Load time is about 40 minutes.

[attachment deleted due to age]
#3
Mods / Re: Vat Grown Colonists
September 19, 2015, 10:21:15 AM
My army of cannibals could become real!

If we can control the outcome of traits, (I imagine that'd be a later research... ;) ) My army of cannibals can be self sufficient instead of hoping to capture or find someone with the trait...

And if that isn't possible, we can grow infinite humans to eat. <3
#4
Off-Topic / Re: Count to 100 before Tynan posts
April 19, 2015, 10:14:40 AM
One one nine reporting in.
#5
A problem I have often is that raiders attack at the most ill opportune times, especially early into the game before I have an established defense. Often they'll attack right before my colony sleeps, or right before my colony eats, and I am plagued with "Mental Break Imminent."

Not that I want to get rid of this entirely, but, having a few "shifts" my colonists stick to that decide when they "should" eat, sleep, or work, could make a world of difference.

Another thing is that we could dictate when people should do jobs, instead of solely relying on the priority menu. I'd like to have an hour dedicated each day dedicated to cleaning and hauling that all colonists could perform as those corpses keep piling up in front of my turret wall.
#6
After looking around the forum for roughly an hour, I've noticed several people suggest similar ideas, and I've decided to add my own two-cents. I had intended to put this into the cheap ideas thread, but as I wrote I kept going deeper, and deeper.

Seeing as how we already have a day/night cycle, and a 24 hour clock to dictate it; I'd love to see a system in which I can dictate when people work, relax, sleep, and eat. Perhaps even at some point decide what jobs someone should do at what specific time and within what "area."

For instance:
(If task is accomplished, or doesn't need to be done, colonists would move on to the next "hour" of work, or at least the next most pressing matter.)
00:00 - 06:00 - Sleep
06:00 - 07:00 - Prioritize eating, feeding patients/prisoners.
07:00 - 12:00 - Prioritize major tasks, like repairing, building, farming, etc...
12:00 - 13:00 - Prioritize eating, feeding patients/prisoners.
13:00 - 18:00 - Prioritize major tasks, like repairing, building, farming, etc...
18:00 - 19:00 - Prioritize eating, feeding patients/prisoners.
19:00 - 22:00 - Relax, socialize, etc...
22:00-24:00 - Sleep

We could also define certain tasks (if they weren't a colonists primary job already) to be maintained constantly like cleaning and hauling so as long as boredom, hunger, and tiredness were in check.

The issue I could foresee with this is drafting. Sometimes my soldiers have to fight for several hours on end at varying points in the day. Once they were ordered to stand down they could go and eat, sleep, entertain, work, etc depending on their needs. Additionally, if a colonist's loyalty is low enough, they could decide to abandon their post.

So I'd propose that colonists should prioritize their needs and react accordingly, say a colonists has an overactive metabolism and needs to eat more often, or  someone who is lazy might want to spend more time relaxing. Thus making the "agenda" more of a guideline rather than a strict and rigid "I'm starving but I need to work for four more hours first."

Colonists could have a "favorite" activity based on their traits, backgrounds, etc. that would increase their happiness:
A loner might want to go off and enjoy the peace and quiet.
The hunter might want to go out and hunt just for fun.
An engineer could mess around with his ideas and produce a temporary boost to a given job, or a temporary negative. ("Who knew that these potato seeds would burn? -potato's grow slower for three days.)
Colonists could play games, read books, perform music, talk, etc. Thus opening the door to more furniture, items, and events.

To offset the happiness boost given by relaxation, we could increase the negatives gained by various things, like seeing a corpse, witnessing the death of an ally, or an ugly environment. Additionally colonists could get bored without proper entertainment, thus increasing unhappiness.

I saw a post by Vas regarding having colonists only do work in a set area, and I'd also love to see that as well. Defining an area to work in, unless told otherwise, would make the agenda more relevant so that a colonist doesn't spend several hours walking somewhere to do something for 30 minutes, only to miss dinner time all together. That way you could also have a doctor who only patrols the infirmary, or a cook who sticks to his kitchen, or a guard that patrols his beat, be it with prisoners, or on the perimeter.

I sometimes watch my colonists move about like ants, working, eating, and sleeping. I feel that defining when and where a colonist can do something could add immense depth to the game, and make the colony feel more alive. Of course this is just a broad idea and that the actual implementation could be difficult.