Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Darkstar82

#1
Releases / Re: [1.0] Trading Economy 3.1
January 13, 2019, 10:07:08 PM
Hi there. I just wanted to point out something interesting to you all based on this paragraph on the original post. Consider it food for thought.

QuoteIntroducing the Trading Economy mod!
Graduate from your rimworld life of living like a overdue cavemen, into the industrialised modern world of Capitalism

The traders are sole traders, they are not capitalists as to the best of our knowledge they don't have employee's. Sole traders have existed across all economic systems for millennia, as have markets.

as for the rimworld colony, it operates as a collective, hence what you have is sole traders buying and selling goods to and from...

communists.

For capitalism, you need a top down anti democratic system of production that takes the wealth all produce and gives it to a few, who would pocket most of it then give a tiny dribble back to the rest who produced the wealth.

i.e. employer>employee. ;o)

#2
I play this game with a nice amplifier and a set of 1979 wharfdale speakers on a 40 inch sony bravia, its sweet.

The issue is the gunfire and explosions seem completely out of level with the rest of the game. I'm a trained sound engineer which helps. Whilst I expect them to be a little louder, they are simply horrifically loud, meaning come the evening I have to use headphones as I simply cannot level out the gunfire/explosions to the rest of the game without making the game near silent, alternatively I play as is, piss off my neighbors and have a coronary every time a power line explodes. :o

Food for thought, I know its not a priority. Cheers for reading  :D
#3
the clicking from auto sensors is doping my absolute nut.  especially in a high traffic area, a silent sensor switch is needed if it doesn't already exist, or a mod to remove the flick click. Thanks.
#4
Thank you both, I now have options :)
#5
Is there any way to improve this, I'm quite late in game and the stuttering as they pathfind is quite annoying, I have a fairly decent PC so I was puzzled and had a look at resources being used while running at full sim speed in background.

There is an additional 15 gig of ram and 85% of my CPU (presumably cores ,3 through 8 being untouched, 4GHz per core available)

Is there any kind of command line or coding I can add somewhere to force it to utilize my system better?  Thanks.

[attachment deleted by admin due to age]
#6
When Zzzzzt or  eclipse comes and batteries discharge it would be very useful to have an auto flick switch that can be placed on wood / chem fuel generators to automatically flick them "on" upon near complete discharge of batteries, this would give us all the option of having an automatic power backup at the ready without having to manually flick generators to on, losing all hydroponics while doing so. When you're in late game it takes a while to flick on 30 generators :(

Of course if anyone has a way to do this already, please advise :)

Thanks.
#7
General Discussion / Re: The kobayashi maru event.
April 14, 2017, 05:48:35 PM
Quote from: Seygas_theatear on April 14, 2017, 12:01:37 PM
Sometimes you have to pick winners and losers.  Best advice is put your winners in the best hospital beds.

grim isn't it  ;D
#8
If there was a way to save & load a specific setup without having to alter masses of options for a given situation it would be very useful, for example I just had a disease outbreak and have had to manually run things for a time to ensure adequate drs and response times, but now it is done I need to revert back to a more general worker friendly layout. The ability to save and load these would give us the option for a kind of "red alert" function.

Just a thought. :)
#9
General Discussion / The kobayashi maru event.
April 14, 2017, 11:02:45 AM
This is just unfair, and a little illogical.

Two thirds of colony came down with a mix of malaria and plague, they have all been innoculated but are very weakened, many unconscious, then as I progress into treating them, everyone is given "flu" which takes out my remaining medical staff. Given most of the colony is bed ridden in warm clean rooms I don't understand how they got flu but that's rimworld for you.
#10
 ;D  The emulation of life in these things is beyond hysterical.
I currently have an unconscious doctor, I presume he recently flew with United airlines.  :P


#11
So I have a gay relationship in my batch that's formed, being a gay guy myself I was somewhat amused at what happened.  I have  21 year old "beautiful" pawn whose found love in the arms of a 39yr old chubby one.

I cannot tell you how many times when out clubbing I see the attractive guy I was too shy to talk to walk out the door at the end of the night with... well... you know.


I also have a guy who has female wife, called John.  :P

Well ludeon, I think you've successfully ticked the diversity box. Bravo my friends.  ;D
#12
Ideas / secondary wepon, ?
April 10, 2017, 08:24:13 AM
Hi all, I know some are brawlers, some are shooters, but they all should be capable of carrying a small knife in addition to the gun so that when your esteemed colonist shoots a bear in the eye while hunting a rabbit he can at least poke the bear with something sharp while trapped down a one way corridor having his limbs ripped off...

Just a thought.  ;)
#13
Thank you :)

Edit: Actually I think you can close this, the game does seem to be working so ive no idea what RCC is trying to tell me. Will trust the game.
#14
Trying to get 5 mods to work, simple and easy.  :)

1 core
2 hugs
3 EPOE
4 ADoSaid - (No crafting)
5 ADogsaid - (EPOE patch)

The game starts fine without issues, but when I run Rimworld Conflict Checker it says EPOE has 1 mod conflict
ADoSaid - (No crafting) 2 mod conflicts
ADogsaid - (EPOE patch) 1 mod conflict.
:o

I dont want to get hours into a game and discover something is broken / missing as Ive had happen before, do I trust the game? is it a false positive from Rimworld Conflict Checker? or is the checker correct and trying to tell me something...

Any help appreciated. Thanks.
#15
The game keeps juddering momentarily in quick succession.  I thought it was my game but ive been away for a weekend and played on my friends PC and after an hour or two hit the same issue.

I have plenty of resources, 8 x 3.5Ghz  16gig ram, SSD, R9 290X, watercooled.  Taskmanager says the systems not under any stress, this game doesn't even heat my graphics card (fan noise) So I`m quite stumped.  Its making the game near unplayable.

Anyone else had this?