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Messages - TLHeart

#151
Quote from: SocialAnxiety on December 19, 2015, 05:06:01 PM
Quote from: Grimandevil on December 18, 2015, 01:11:21 PM
SocialAnxiety:  have you tried manually ordering one of your colonists to do it?

Yes, obviously I have. So, messing around with DevMode to spawn in the resources and buildings, it's became apparent that I can only program/activate MAI if I have an AI Persona Core with me. But those are both expensive to buy (if you can even buy them) and hard to obtain considering the rare event of a ship part crash.

no and ia core is an option. Gold is the hardest part to obtain, as it takes 20 times as much as it says, as gold is a small item.
#152
Ideas / Re: Work and Restrictions
December 18, 2015, 05:03:44 PM
Quote from: CombatleaderZ on December 18, 2015, 04:16:28 PM
Maybe have it as an extra option.  In the settings it could be something you switch on or off.  So that if you want have the old system, you just change it back, or if you want this one, you change it.

Tynan has stated before he will not implement toggle switches to change things like you want. Just not worth the program time, the coding overhead. He will not spend time trying to satisfy everyone, and end up with a game loaded with switches, that nobody wants to set up and play.

edit, dang zombie just a hair quicker than me. :)
#153
Mods / Re: [Mod Request] No Mechs and changed Ship Parts
December 18, 2015, 03:53:07 PM
Quote from: Blitzkriegsler on December 18, 2015, 03:38:10 PM
Thanks!

Another modder has packaged one up for me. We'll have a new series starting up tomorrow (hopefully...)

your welcome, hope you are not using any other mods that change the factions defs, or you will be getting unexpected results.
#154
Mods / Re: [Mod Request] No Mechs and changed Ship Parts
December 18, 2015, 03:11:11 PM
Quote from: Blitzkriegsler on December 18, 2015, 01:40:00 PM
I kind of figured that removing them would be straight forward, while changing the ship parts would be a little more problematic. Thanks for the tip on this!

Secondary question - how would I go about creating an actual mod that would remove the mechs? I want it to be able to be distributed to my viewers so they can install it rather than playing around with their xml files.

export the xml files you want to change, make the changes, and save into a folder named Defs.
You will also need a folder named About. Both of these are subfolders to the Mod folder Mech removal.

Attached is how I would make the changes.

[attachment deleted due to age]
#155
General Discussion / Re: Plasteel outrageously expensive?
December 17, 2015, 07:30:15 PM
Quote from: Shurp on December 17, 2015, 06:58:18 PM
Not so worried about the colonists as the plants outside... but I guess it doesn't make much difference in the desert :)

a greenhouse prevents both from affecting plants... don't need hydroponics.
#156
Ideas / Re: Better performance
December 17, 2015, 07:00:55 PM
Quote from: Fluffy (l2032) on December 17, 2015, 06:27:46 PM


@TLHeart; Not entirely true, Unity itself does not support multithreading (it's not threadsafe, at least v4 - which RW uses isn't), but C# can obviously do multithreading. Cities Skylines is build in Unity, and does do multithreading quite well. The difference ofcourse is that they had a couple of people working full-time on just the engine - whereas Tynan has to do it all alone (more or less).

So yeah, performance could potentially be better. But it's not likely to happen, because this is not that kind of game. It's meant to be a small colony simulator, creating stories. It's not a Sim City in space. Again, I'm quite happy with the game as it is - I like playing it, and I like it even more as a modding canvas (granted, this is the first game I ever modded). Yes, it's alpha/early access/whatever you want to call it, so the usual advice applies: buy it only for what it is now, not for what you - or the developper! - expect it to be in the future.

As I have stated earlier, Tynan is not a programmer, but an idea person, and used Unity because of the ease of creating his idea. Just reading his double negative code says he is not a programmer.

And at present time the entire rimworld is being run within the shell developers debug program, which has a large overhead.

Unity based games will NEVER take full advantage of a pc, it can't, as it has to work on the iphone, tablet, portable game systems also.
#157
General Discussion / Re: Plasteel outrageously expensive?
December 17, 2015, 06:52:15 PM
Quote from: Shurp on December 17, 2015, 05:40:50 PM
Hmmm, I hadn't thought of playing in the desert.  Normally when I play I insist on > 1000mm rain/yr to make sure that I have enough rain to dowse the lightning storm fires.  But in a desert I wouldn't need this, there's no grass/wood to burn, right?

But yeah, buying your plasteel sounds awful.  I lucked out and found a 4x4 compacted spot that I could mine enough from to build my ship.

So with volcanic winter and toxic cloud events simultaneously you were just thoroughly trapped inside, right?

Volcanic winter slows plant grow, and drops the temperature, does not prevent outside activities.

Toxic cloud takes time to build up and cause problems for healthy colonist. It is easy to manage, work outside for a couple of days, stay indoors for a couple of days. While inside the toxicity reduces each day.
#158
General Discussion / Re: Visitor room/area
December 16, 2015, 11:00:54 AM
Since your barn is the LARGEST room in the base, that is where they will go. Divide the barn into smaller rooms, or build a large dinning room for them to hang out in. Visitors target the largest room, not the most impressive room.
#159
Ideas / Re: Better performance
December 15, 2015, 08:31:41 PM
Quote from: zandadoum on December 15, 2015, 08:21:39 AM
Quote from: Ectoplasm on December 15, 2015, 07:12:11 AM
You guys need to limit the number of work types each colonist does, this will massively improve performance. Tynan commented on this on one of the early alphas and is still applicable today.

I didn't know about that post, but I already limit work types a lot. Didn't think of it for performance, but to run the colony with smooth specialised working.
So in my case, I was already doing that and still have problems.
Problems that only appear when massive enemy groups are on screen.

ONE THING: one day the game was extremely laggy and I mistakenly unrdrafted all my colonists that were waiting for a big raid to come closer. The moment I did that, the performance improved a bit. But not much. And they all died ofc xD

Exceeding the limits of the game, and still expect great performance. 300+raiders... yes the performance will suffer, do to all the path equations, target assignments. The game has NEVER been programmed to handle that, and I highly doubt it ever will.

It is being developed with UNITY... not intended for large games, but for small portable games. Games people play for a few hours, and put down. Unity has to be programmed to the lowest common denominator of all the platforms it supports. Therefore multi threading is not possible.

The initial concept was that you would survive, build the ship and leave. That evolved, but the engine will NEVER support the late game with large colonies. The engine is not designed to support 500 ai pawns that need total control and freedom of the entire play space.

Tynan is an idea person, not a programmer. He uses UNITY for that reason. Unity does much of the integration for him.

All of the debug hooks, and code is still in the game. All of that slows performance, and is removed from games once it reaches final release. Until then it is great to have all of those in the game, to help with balance, bugs, logic errors.

If the developers module was removed from the game right now, performance would improve greatly. But testing and debugging and modding would become long slow processes.
#160
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 15, 2015, 08:06:54 PM
Quote from: simon-82 on December 15, 2015, 06:51:55 PM
Quote from: cst89 on December 15, 2015, 06:02:18 PM
I have tried the new script, it works well, except the same Windows security warning. By the way is it supposed to create a desktop shortcut? Because it does not create any.
Good! It creates the shortcut in the rimworld folder. You can move that to whereever you want though :)


Quote from: Edeal on December 15, 2015, 06:24:05 PM
Hi again, I think I encounter a little problem because it takesages to launch the game since I use the ModVarietyPack.
Like several black screen minutes before it finaly becomes possible to play.
Any ideas ?
It sure takes longer than vanilla. It has to load all the mods, so it depends on your computer.


Quote from: Traper on December 15, 2015, 04:07:51 PM
Loving the mod pack Simon it's realy fun, but I have one question, do you plan to add Zombie Mod to your modpack or do you find it unbalanced and not fitting?
Never tried the zombie mod. Does it have a storyteller or something so you can select if you want to play zombie mode or not?

sorry no, zombie mod just adds another faction called zombies, and a mechanic that brings the dead back to life. They wander around in groups, and attack, and never retreat. 

Please no zombies in the mod pack.
#161
Quote from: NemesisN on December 15, 2015, 01:56:05 AM
Quote from: LittleGreenStone on December 15, 2015, 01:17:22 AM
Quote from: NemesisN on December 13, 2015, 02:51:00 PM
there is a few problems with MD2Storage (Deep Storage)

- when you try to store chunks (any chunks) for example Marble Chunk lets say, it stores it the right way stacking it on each other as it should, so you would see when you click on it for example "Marble Chunk x130" meaning there is 130 stacked on top of each other in that storage....but when you load up your game those stacks are gone, instead of x130 Marble chunks that you stored and should have you have 1 Marble chunk only....and you lose all those stacks each time you load up your world

DSU was (AFAIK) never meant to hold chunks or corpses, only "stackable" things, like steel, uranium, potatoes or eggs.

then why are those options not removed ?

especially corpses since you can store them by accident and brake the game because default setting is set to store everything and it is set up as Important priority....and that happened to me once...the error (corpse) had to be removed by doing some code deleting in save script

The problem is not with MD2 storage, but with the changes made by simon in his mod variety pack.... I have let simon know about the bugs it has caused.
#162
Outdated / Re: [A12d] Recycle Apparel V1.0
December 15, 2015, 12:38:38 PM
see you found the download, it is an attachment at the bottom of the first post.
#163
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 15, 2015, 12:37:10 PM
Quote from: Devilsgamer666 on December 15, 2015, 03:42:08 AM
Quote from: NemesisN on December 15, 2015, 01:00:17 AM
Quote from: Devilsgamer666 on December 14, 2015, 11:33:24 PM
I do apologize if this has been asked before.
where can I find the research, the sleep/work/joy assignment tab, and the gear assignment tab be found?

look at the bottom of the screen when you play

all tabs are at bottom

as you can see in the attached screenshot there is no option for said tabs

I suspect that the options in EdB interface were changed, that allow the removal of tabs from the interface. Here is a screen shot of what I am talking about.

#164
Quote from: silverskin on December 14, 2015, 11:47:28 AM
Is there a happy medium between this mod and nines old modpack? I like the depth and complexity, it's just... it takes so long to get anything done. So, so long. I just don't have enough time to sit here and wait for the colonists to do stuff. Maybe if there were an option to speed up game time beyond what we've already got (speedhack function in cheatengine doesn't work anymore, which is odd. speeds up clock but not movement and action).

Can we get some great big industrial workbenches that can crank stuff out faster? Should I start a map with at least 6 colonists each having 20 in crafting?

There is the ModVariety Pack. That is the only two supported modpacks.
#165
There is already the steam generator that uses wood to accomplish what the OP wants. It is in superior crafting, ModVariety Pack, and Hardcore SK pack.  Look there for a working model.