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Messages - Rock5

#151
Time for another test.

With Better Pathfinding.

First half straight to edge of mountain - good. Second half detours to target - bad.

With Better Pathfinding returning.

First part straight to edge of moiuntain - good. Second half detours to target - bad.

With vanilla pathfinding.

First half detours to edge of mountain - bad. Second half straight to target - good.

With vanilla pathfinding returning.

First half straight to edge of mountain - good. Second half straight to target - good.

So overall it looks like vanilla is better, well for this scenario anyway.

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#152
Off-Topic / Re: Count to 9000 before Tynan posts!
January 27, 2017, 07:45:25 PM
Just numbers is boring. Why not try to do a page with all comments. No just numbers.
4145
#153
This ones really messed up. When I saw Arthur carrying Salt away from the base I thought "where's he going?. Maybe he's going through another door." What I saw was not expected.

Both Arthur and Emily are rescuing colonist and are both going that weird path. Not only do they go all the way back to this side of the wall but they don't even go through the closest door. They loop around and over the middle of the base.

I think this is the last straw. The funny little loops it sometimes does I can deal with but if it does crazy things like this it's time to uninstall this mod. Funny, I seem to remember it used to work better than this. I only seem to have this funny behavior in the latest version of the mod.

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#154
Off-Topic / Re: Pencil things.
January 27, 2017, 04:43:11 PM
What the top of this image reminded me of.



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#155
Pro tip: this forums search really sucks. Use google with rimworld "hand me that brick". It will most likely be the first result.
#156
Off-Topic / Re: Count to 9000 before Tynan posts!
January 25, 2017, 01:21:17 PM
Quote from: Listen1 on January 25, 2017, 04:58:27 AM
5089

Banana!

This shit is bananas, b.a.n.a.n.a.s.

5101
#157
Off-Topic / Re: Count to 9000 before Tynan posts!
January 25, 2017, 08:42:25 AM
5094

Elephant in a single fridge
#158
Outdated / Re: [A16] Mine It All
January 24, 2017, 06:45:22 PM
I couldn't get .def.defname to work but .defaultLabel should work because it's hard coded in the mod to "Mine Brush". I'll change my post above to reflect this.
#159
Outdated / Re: [A16] Mine It All
January 24, 2017, 06:26:32 PM
Quote from: Haplo on January 24, 2017, 03:37:05 AM
Quote from: Rock5 on January 23, 2017, 03:47:15 PM
Changed line 80 from
            if (Find.DesignatorManager.SelectedDesignator != null && this.radius == 7.9f)
to
            if ( Find.DesignatorManager.SelectedDesignator != null && Find.DesignatorManager.SelectedDesignator.Label == "Mine Brush" && this.radius == 7.9f)
This solution has one big flaw: It won't work in a language other than english ;D
Better would be to use the DefName as that stays always the same..
Sorry, I'm not at my computer right now, so can't tell the correct variant. But it is most likely something like this:

Find.DesignatorManager.SelectedDesignator.def.defName == "MineBrush"

Actually that's the first thing I found, a reference to .def.defName, but when I tried typing .def after it it didn't auto complete it. As if it didn't have a member called .def. I'll check it again.
#160
Off-Topic / Re: Count to 9000 before Tynan posts!
January 24, 2017, 12:39:15 AM
You also have to think of the cost. A centralized specialized manufacturing location will always produce stuff more efficiently. Take photos for instance. You might print a one off on your printer but if you want to print a couple of dozen you take it to a print shop to save money.

The same will be for 3D printers. You might print of a one off needed item but if you need a lot of an item it will be cheaper to buy it. Also other manufacturing methods might be cheaper. It might be easier to slap a few pieces of wood together to make a piece of furniture than 3D print it.
#161
Quote from: hoffmale on January 23, 2017, 06:22:14 PM
Quote from: Rock5 on January 23, 2017, 05:44:37 PM
I'm curious, the game seems to use about the same cpu usage playing as it does while paused. What is it doing when it's paused? No ticks should be happening. Also, why does the cpu use go up when I minimize the game?

Well, the game still needs to render the graphics, react to user input, stuff like that. Yes, it doesn't process ticks, so you might get minimally better FPS/lower CPU usage while paused, but not much (since tick processing isn't the bulk of the CPU usage).

Well, it's not like it's a high graphics game. And the graphics aren't even moving when paused. Does the game use the video card gpu processing? I thought that because the graphics is simple, that maybe, yes, the bulk of the processing was game related and not just graphics.

Quote from: hoffmale on January 23, 2017, 06:22:14 PM
Quote from: Rock5 on January 23, 2017, 05:44:37 PM
To be sure, I opened a game with no mods. While playing normal speed the cpu averaged about 20%. When I paused it it still used about 20%. Then I minimized it, while it was paused, and it used about 45%.

Note: I have "Run in background" enabled. With it disabled it still uses cpu while paused but uses 0% when minimized.

That's weird. How do you measure your CPU usage? Even with "Run in background", the CPU usage shouldn't increase when minimized.

I just use the Windows Task Manager. I have it open on my second display while I'm playing.

So did you try minimizing with "Run in background" enabled?
#162
I play in windowed mode too. Do you have "Run in background" enabled?
#163
I'm curious, the game seems to use about the same cpu usage playing as it does while paused. What is it doing when it's paused? No ticks should be happening. Also, why does the cpu use go up when I minimize the game?

To be sure, I opened a game with no mods. While playing normal speed the cpu averaged about 20%. When I paused it it still used about 20%. Then I minimized it, while it was paused, and it used about 45%.

Note: I have "Run in background" enabled. With it disabled it still uses cpu while paused but uses 0% when minimized.
#164
Outdated / Re: [A16] Mine It All
January 23, 2017, 03:47:15 PM
After using this a while I still have a little bug that annoys sometimes. It's a bit random as to what size the minebrush will be when I click the designator.

I couldn't see a pattern to it at first but I finally decided to look at it more carefully and work out what the problem is. It turns out that not only does it resize the brush when the minebrush is already selected but also if other designators are already selected.

To make this more clear, this is how you reproduce the problem.
1. Select the MineBrush designator for the first time. It should be orbital beacon sized.
2. Clear the designator by right clicking.
3. Select any other designator then immediately select the MineBrush again. It appears as SuneLamp sized. It should still be Orbital beacon sized.

I had a go at fixing it. I opened minebrush.dll in ILSpy and changed Designator_Minebrush.cs as follows.

Changed line 80 from
            if (Find.DesignatorManager.SelectedDesignator != null && this.radius == 7.9f)
to
            if ( Find.DesignatorManager.SelectedDesignator != null && Find.DesignatorManager.SelectedDesignator.defaultLabel == "Mine Brush" && this.radius == 7.9f)
#165
Yeah, rshingleton did a great job updating it. I use his version now. It's way better than mine and still has the features I added.