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 - PotatoeTater

#136
Quote from: Shurp on January 16, 2017, 06:32:32 PM
Hmmm.  I generally have my whole colony stop what they're doing at Harvest Time so my fields clear out pretty quickly and I haven't been paying attention to farming labor.  But you're right; since grow time per unit for smokeleaf and cotton is about the same, you can get a multiplier by having a good craftsman improve the value.  But he has to be tailoring nonstop with an endless supply of cotton for it to really pay off.

I usually have my craftsmen spending their time making power armor instead :)

I do the same thing, I set all my colonist to farming and suspend all bills until after harvest. Production at benches is for the winter months. :P I do have to say, I've been making yayo as my main source of income. Almost all trader types take it, and it is decently priced for how easy it is to make.
#137
@milon, I have noticed it as well. I always thought it was just my monitor, but this has been occurring for a while. It appears in both vanilla, and with mods.
#138
Quote from: Hieronymous Alloy on January 17, 2017, 09:48:18 AM
Quote from: skullywag on January 17, 2017, 04:13:39 AM
How much GRAM you got on your GFX card? ive seen a trend that people with 1GB or less seem to be the ones experiencing the memory issues (Skyarkangel has seen this also and mentioned it to me).

I have bad out of memory problems on my system and my card has eight gigs of VRAM, though rimworld seems to only detect four. It might be related to AMD cards, or perhaps just to playing with 400x400 map sizes.

I have two graphics cards in my laptop and rimworld always reverts to my AMD card, try playing on the 350 option, you shouldn't get any problems.
#139
I play on cass extreme and I've never had problems with constant mental breaks, rarely do they happy, and usually only after someone loses a lover. Even then it usually isn't an extreme break, only a minor one. If you are complaining about the difficulty, play on an easier mode. The game is as fun as you make it, so playing on hard when you can't handle it will of course make you quit.
#140
It sounds like you possibly have multiple problems, check to see if one of your drivers for your audio, graphics, etc is incompatible with your processor. My laptop has two different audio drivers and rimworld uses a different one than any of my other games, it could be when you launch rimworld, the other audio driver conflicts with the processor somehow and causes a crash.
#141
General Discussion / Re: Caravan incidents
January 13, 2017, 12:08:46 PM
It's all rng, if you get no incidents, you just got lucky/unlucky on the rng. Also, as stated in the dev log, more features to the caravans and world will come eventually, this is a new system all together so expect more.
#142
I've missed your mods man, good to see them back out and ready. I'm excited to get off work and load them into my world!
#143
I usually only make Yayo and Smokeleaf in my colony, if a colonist does become addicted to one of them, it isn't too big of a deal to keep them happy. Profits are still good even with some use and the Yayo addicts tend to work harder haha.
#144
General Discussion / Re: Mortars: Useful or not?
January 12, 2017, 04:30:37 PM
I used to never use them for anything, but with A16, I have been using them to break down pirate defenses before I siege camps. I have to say that in the future when the random gen for encampments gets updated with more building types and bigger bases they will have a greater use. I do have to say tho, maybe make a mortar an object like beds and other furniture that can be uninstalled and moved. It would make transport way easier than hauling around a bunch of steel.
#145
I wonder how many people have changed or are completely gone from back when the website first launched. Time's have sure changed.
#146
General Discussion / Re: Colonists de-drafting?
January 12, 2017, 03:59:00 PM
It's to prevent people from drafting colonists til they pass out from starvation to avoid the killing penalty if they don't want them. Pawns will autodedraft, if no enemy's are close by, to handle their needs.
#147
General Discussion / Re: What's on TV in Rimworld?
January 12, 2017, 01:37:27 PM
Quote from: Shurp on January 11, 2017, 04:42:42 PM
"Come join our cult before the comet arrives and takes us away! Only 28 days left!"

As soon as you start broadcasting you get a "Wanderer Joins" event every 8 hours until your colony collapses :)
Love it
#148
General Discussion / Re: Vocanic Winter
January 12, 2017, 01:36:53 PM
It's not too bad, on average it usually only drops the temp about 12 degrees Celsius, crops grow slower, and solar panels are less effective. Not too bad, but can be a risk in certain environments.
#149
Quote from: Goldenpotatoes on January 09, 2017, 08:54:24 PM


ancient_danger.png

This is my new background on my work computer. I had a great laugh out of it.
#150
General Discussion / Re: Solar vs wind power
January 12, 2017, 10:40:21 AM
I tend to use fuel generators in the early days simply because wood is plentiful. Once I am established, I tend to rely on geothermal with a few solar panels for flux power and wind turbines for my farm land.