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Messages - Shabazza

#16
A short note for compatibility: When having RT PowerSwitch AND Haplo's PowerSwitch installed,
the "Emergency power" mode does only safe and load correctly, when Haplo's PowerSwitch mod is loaded AFTER RT PowerSwitch.
#17
Quote from: Plummb on June 28, 2016, 09:51:25 PM
is this true i read the Faq thing but i dont think i understood it.
Why would anyone consider buying it again, just to get it on steam???
#18
General Discussion / Re: Walls and insulation
May 30, 2016, 02:35:50 PM
Wall material matters, as far as my testing went.
My tests showed, that wood walls don't insolate as good as stone- or steel walls.
Double walls give a great insulation boost.
The third layer also makes a difference, but only slightly. Usually it's not worth it.
Double doors - like it was mentioned before here - are also highly recommended.

hwfanatics style is also what I do.
The buffer zone will prevent rooms adjacent to the cooler to cool down too much.
Also, I use double-walls in cold biomes even for my freezer, because I then need less energy to heat it up to bearable temperatures
for the colonists.
#19
Quote from: Argelle on May 28, 2016, 12:34:38 PM
You mean this one?
https://ludeon.com/forums/index.php?topic=13372.0

Edit : Crowbar Felt will now even give you the name of the thread ;)
Exactly! I searched for "fan art", "art", "drawing" and such. Of course no luck.
I'll add this to my favourites now...
Big thanks, guys!
#20
There was a thread where people posted RimWorld-related drawings.
Pretty hilarious and impressing stuff:
But I could not manage to find it. I don't know which terms to use for the search.
It seems it was not made sticky.
It's about a month old, I think.

Sorry for making a new thread just for that. But I searched for it for 20 minutes now and even tried to find it in my Firefox chronic...
Can someone point me to the right direction?
#21
The lagging on large maps usually comes from the CPU.
The games AI for colonists and NPCs/animals including wayfinding is pretty heavy stuff when scaled up to a large map.
But it's nothing you could do much about.

I actually don't know what RimWorlds game engine "Unity" does when the nominal tick duration is being exceeded by the games computations.
In Minecraft, in such a case the game began to skip ticks to keep the simulation rate stable, which in contrast made the game choppy.
Things began to glitch and jump because there were less physics calculations per second than nominally needed.
It's probably the same with Unity.

But as far as I know, Tynan gradually moves game calculatons to separate threads, when they are parallelizable.
Sadly, there are many things in the game that can't be split that way. So large maps will always be a problem.
#22
SLI for RimWorld? Why? The graphics are not exactly demanding.
If it lags, it's the sim speed dropping, which is a CPU- and game optimization thing.

64 bits? Why? Do you run out of memory at some point?
My memory footprint on a medium map with 16 mods is about 700 MB. Far far away from the 3.5 GB limit of 32 bit.
Plus 64 bit will need even more RAM than 32 bit, because of larger pointer types and other factors.
#23
This point has been discussed really often now.
The best explanation for the current system is probably this one:
From a morale point of view, if you decide to capture and treat a prisoners wounds in the first place instead of letting him die in the mud
or setting him free, you basicly took responsibility for him.
So your people will get a debuff if you treat those prisoners with cruelty, which makes some sense to me.

I for myself also would like to be able to make profit or get some organs by those guys. Maybe without killing them.
They chose to attack and kill my colonists relentlessly. Now I chose to treat them like I desire.
But that's not like Tynan judges this situation. And if it was not a game, I'd also find it ok to be punished hard for that.
That's why we have a "Geneva Convention" that regulates what you can and cannot do to prisoners of war.
As a game mechanic, I nontheless find the penalties too harsh for selling prisoners or ... taking some less needed organs from them
to ... well ... keep them in safe custody ... you know.  ::)
#24
General Discussion / Re: Cats!
May 27, 2016, 06:20:37 AM
Catstastrophy!

Never expierienced this. But I think as long as none of those cats has a bond to one of your Colonists, you can sell them without penalty.
#25
You can edit the frequency of raids and the "raid triggers" regarding a high population in the Mods/Core/Defs/StorytellerDefs/Storytellers.xml.
The values are pretty self-explanatory. Change the last 8 values for each story teller as desired.
In the Mod/Core/Defs/DifficultyDefs/Difficulties.xml you can change the "threatScale" value to a lower value to make raids less difficult.

But it's better to write a separate file/Folder Structure and to put this into the Mods folder,
than to overwrite the defaults in the Core folder (just like all RimWorld xml mods do).
E.g. create a folder "MyCustomDifficultyMod" in the "Mods" folder and make subfolders with your customized copy of the two files:
Defs/StorytellerDefs/Storytellers.xml
Defs/DifficultyDefs/Difficulties.xml

Then in the main menu, click the "Mods" button and activate your new mod.
The game will load those values then instead of the default values.
Give it a try.
#26
- In always-frozen biomes, and also generally colder biomes, you can build your steam generators into the base, supplementing the conventional heating with the hot air from the geyser. (but don't do this in small rooms, as it can easily overheat it)
- Also, setting heaters to a temperature only slightly above the colonists minimum confort temperature in all rooms except the bedrooms can safe some energy too,
because in sum, you'll have a bit less heat dissipation through walls then, which means the heaters will more often be in "low power" mode.
In bedrooms, you want to heat to be well within their comfort range to avoid risking the "slept in cold" debuff though.
- In biomes that only freeze in winter, unroofing a tile of the freezer in winter or opening a door towards the outside can make coolers unnecessary for that period.
So you only need them in summer (with a closed roof then).
- As b0rsuk said: fuel generators also provide heat. But in cold or always-frozen biomes, wood is usually no option, unless you have a sufficiently large indoor wood plantation.
#27
Ideas / Re: Box-Select Prioritize
May 13, 2016, 11:43:07 AM
There is a mod "Haul Priority" availale for that. A good alternative until the vanilla system gets more flexible.
#28
Ideas / Re: Musical Instruments
May 13, 2016, 11:41:25 AM
I like the idea. And there should be a trait that will cause a pawn to get a mood penalty for being forced to listen to someone playing an instrument
and also a trait that will cause a mood boost for "musical" pawns.
Nut I think a skill system for joy activities is unnecessary though.
#29
Ideas / Re: Micro Transactions!
May 13, 2016, 11:38:07 AM
Better bury this thread in the deepest abyss so no necromancer will find it ever again...  :o
There are already too much "pay-to-win" games out there and games which utilize µTransactions badly.
And RimWorld is single player. You can cheat whenever you feel like without wasting money on virtual aids.
Seriously, a really bad joke.
#30
I always built/build my freezers adjacent to the kitchen/dining room. So I never had that problem.
Wasting time for hauling/walking around is a big factor in RimWorld.
So I try to build my base in a way that keeps ways short for trips that are frequently made.
Like picking up rock chunks or metal for crafting them into bricks/steel, hunting/butchering/taking food/eating.
That's why I build my crafting stations and kitchen near the entrance, while I place sleeping quarters the farthest away from the entrance.