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Messages - notfood

#16
General Discussion / Re: Rimworld Online
February 23, 2019, 05:52:28 PM
Quote from: Limdood on February 22, 2019, 10:57:01 PM
there....is no multiplayer rimworld.  period.

Everyone, point and laugh!
#17
Please, address the license, your current license makes it impossible to use your library as anything done with it is derivative and you forbid derivate works.
#18
Mods / Re: Idea: Blood transfusions
February 19, 2019, 07:12:42 PM
It's been done already. https://ludeon.com/forums/index.php?topic=34236.0

Needs a 1.0 update...
#19
Releases / Re: [1.0] Trait Transfer Mechanites
February 19, 2019, 06:54:29 PM
Do you plan to upload it on the steam workshop in the future?
#20
Hey Rainbeau,

Is there a reason why the Terraforming options can't be built under other buildings? I've been adding the following patch and been playing just fine without issues to fix the terraform under buildings.


<!--IF Fertile Fields is installed; make terraforming items be able to be built on buildings-->
  <Operation Class="PatchOperationFindMod">
    <mods>
      <li>[RF] Fertile Fields [1.0]</li>
    </mods>
    <match Class="PatchOperationAdd">
      <xpath>Defs/ThingDef[@Name="RFF_TerraformBase"]</xpath>
      <value>
        <building>
          <isEdifice>false</isEdifice>
        </building>
        <clearBuildingArea>false</clearBuildingArea>
      </value>
    </match>
  </Operation>

#21
I'd be really wary to use your framework when it's not open source and it has this license:
Can other modders make derivative mods based on yours? No.
#22
Another optimization trick:

using Harmony;
using Verse;

namespace FixGamePlz
{
    public class HarmonyPatches : Mod
    {
        public HarmonyPatches (ModContentPack content) : base (content)
        {
            HarmonyInstance.Create ("rimworld.fixgameplz").PatchAll ();
        }
    }

    [HarmonyPatch(typeof(ModMetaData), nameof(ModMetaData.PreviewImagePath), MethodType.Getter)]
    static class HideImages
    {
        static bool Prefix(ref string __result)
        {
            __result = string.Empty;
            return false;
        }
    }
}


Preventing RimWorld from loading the preview images of mods saves a ton of ram, dramatically. It loads the preview files and keeps them in memory even if you aren't using the mods. It explains why my Steam takes so long to load while the SendOwl takes very little time. I have a ton of subscribed workshop mods.

When categorizing the mods for the Multiplayer mod, Parexy had to subscribe to the 2000 available for 1.0, his ram would go up to 6GB! With this patch, his ram on load is 700mb. Dramatic difference!

The ideal solution would be to load those files on demand, not every available mod at start up.

Included the tiny compiled mod.

[attachment deleted due to age]
#23
Releases / Re: [1.0] SeedsPlease!
February 08, 2019, 03:39:57 PM
I've heard about it before. I don't know what could it be. I get a ton of xp because it's doubled. There isn't much room for mistakes here:

https://github.com/notfood/RimWorld-SeedsPlease/blob/master/Source/JobDriver_PlantWorkWithSeeds.cs#L45
#24
Here is another way that halves loading times dramaticaly. Caching the Assembly lookup:

https://github.com/Zetrith/Multiplayer/blob/master/Source/Client/Optimizations.cs#L98-L114

Creadit to Zetrith for finding it.

Basically, RimWorld does reflection every time it finds a type in XML. The more XML custom types the more reflection and reflection is slow. All mods use it. This patch makes it so there is a cache lookup before returing the type.

Many report 2-4 times faster loading.
#25
Releases / Re: [1.0] Religions of Rimwold
February 03, 2019, 11:19:18 PM
^ That sounds like Unitology



Altman be praised.
#26
I only wanted the pathfinding... How about making it modular?
#27
Releases / Re: [1.0] SeedsPlease!
January 31, 2019, 09:16:44 PM
They should all work, they'll get handled by the auto seed generator.

It's best to do manually though, you can balance the prices and give them proper textures and correct names.
#28
Running 32bits executable is a workaround but that's undesirable.

It's just better to pester the modders that use Harmony into empty methods.
#29
Releases / Re: [1.0] Carry Capacity Fix
January 21, 2019, 07:49:06 AM
Nice job. Do you plan to upload it on steam?
#30
Releases / Re: [1.0] Infused - Equipment enchantment
January 20, 2019, 05:59:10 AM
You're loading very old infusions, my guess is GlitterTech is including outdated stuff. And 20 infusions is what would happen.