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Messages - OpposingForces

#61
Hello, the purpose of this topic is to have folks post their system specs and average fps in Rimworld to give others and Tynan an idea of what hardware is capable of running Rimworld at a playable frame rate. 

Also please update your average fps when you switch to newer versions of Rimworld and/or your hardware changes. This will help Tynan get a better idea of how the updates/changes effect framerates and give a better base line for potential system requirements (Min, Recommended, Etc.).

This isn't a pc/mac peen comparing contest, nor is it meant to be a tech support topic, so let's keep on subject shall we?

I'll start it off
[UPDATED] new version of Rimworld and different screen and resolution. added additional info such as map size and resolution.

System: PC (Desktop)
OS: Windows XP Professional SP3 (32bit)
CPU: Pentium 4 @ 3.6 Ghz (Single core with hyper threading)
RAM: 2Gb of DDR2 Ram
GPU: AMD Radeon Sapphire HD 5450 1Gb @ 600 Mhz
Directx Ver(if applicable): DX 9.0c
SOUND: Realtex HD Audio
Rimworld Ver: 0.3.413
Average FPS: 60 in normal graphics Zoomed in, 26 zoomed out | 30 in High Graphics zoomed in, 28 zoomed out
Additional info: This is on a new map with 3 colonists, no mods with a map size 250 X 250.
also game resolution set to 1600 X 900.
#62
this existed in alpha 2. when happened there the game started hitching. didn't fix it's self till i saved and reloaded. seems to cause some sorta loop making the cpu work hard. at least for me.
#63
General Discussion / Re: The Big Patch Notes Topic
April 09, 2014, 06:04:36 PM
Oooo..... just looked at the change log. we're close to release of the next version. i'm so excited that if i was a Japanese girl i might squee! lol
#64
First usability issue i've noticed is the lack of feedback and/or transparency when it comes to why things are or aren't working. such as why isn't my wall getting built? after fiddling with priorities for awhile i figure out that i haven't got enough stone bricks. why isn't anybody making stone bricks? oh, there's not any stone debris close enough for what's set in the bill.
Second issue i've noticed is the lack of info for weapons. the only place to get detailed stats for the weapons is in the info tab in the coms station when a weapon / slave trader comes through. it'd be nice to have an info tab above it's basic info pane in the bottom left corner.
#65
General Discussion / Re: The Big Patch Notes Topic
April 07, 2014, 09:34:14 PM
Quote from: bigwolf2101 on April 07, 2014, 05:21:21 AM
has there been eny updates on the patch notes Sammy or Tynan

yep, go here:
#66
Ideas / [Suggestion] Visible weapon stats
March 03, 2014, 12:38:25 PM
Currently in the game the only way to see a weapon's stats is thru the buy sell window in the comms array. it'd be nice if we could click on it and get basic info on it's item pane, then we could click a tab above it and get deeper info like you get when you click the info button in the comms array.

thanks for reading
#67
hi, just noticed that wasteland 2's logo has a sheriff's star that looks a lot like rimworld's icon. only difference being color.
http://wastelandrpg.tumblr.com/
pretty weird. hopefully this won't cause Ty any problems.
#68
Mods / Re: Some thoughts on crafting
March 02, 2014, 06:27:38 PM
@Haplo: sounds good to me. i actually just made a request for a weapon smith table. my idea was that you could only make the basic pistol at the start but you could research the other weapons. you could also set up a bill to repair any damaged weapons. i enjoy the fact your blacksmith mod allowed me to break down all those extra pistols into sorely needed metal, but hated the fact there is no way to make weapons. only scavenge or buy them.
#69
Mods / Re: [REQUEST] Cremating
March 02, 2014, 06:18:19 PM
or use the ashes as fertilizer to turn sand and gravel into use-able dirt.
#70
Mods / [REQUEST] Auto miner and weapons smith
March 02, 2014, 04:39:03 PM
While playing for a few hours the other day, I had an idea for two new mods.

1. The Auto miner.
works kinda like the beacon except it pops out both rocks and sometimes metal. it would be about the size of the geothermal generator. it would be expensive to build, require a lot of power, take damage over time so it would need maintenance and it'd have to be researched. it would also only run so long. an upgrade to it would be The Deep Auto Miner. this would add a way to get renewable metal and rock.

2. Weapon Smith Bench.

a new work table to convert metal into weapons. new weapons would have to be researched as would the table it's self. damaged weapons could be repaired here as well.

between these two mods it would give players new ways to earn money by trading with merchant ships.
#71
Outdated / Re: [MOD] (Alpha 2) Wood Economy
March 01, 2014, 03:17:48 AM
hello, new here.
might i suggest the addition of wooden fences? would work like sandbags, just cheaper and nicer looking.