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Messages - magik20

#16
Quote from: Killface on October 01, 2016, 11:12:10 AM
It shall rise again - soonish
https://github.com/Killface1980/RW_ToolsForHaul

I deactivated the saddles as mounted riders were causing serious collision problems. Backpacks seem to work, also the cart (fixed the magenta texture). I've also added a tool selection, e.g. if a pawn is assigned for construction and has a hammer, he should switch to it for the time constructing. As soon as I can reliably use this mod, I'll add it officially to my sanctuary.
In the mean time, all bug reports and issues are welcome at https://github.com/Killface1980/RW_ToolsForHaul/issues

This is great, please make a new post perhaps so everyone know's there is a semi-working A15 version?
#17
Thanks Halpo,

A clue might be that when I destroy the bots and build new ones, they started working again and so far have been fine.
#18
I'm noticing that my hauling bots are not showing up for sale from traders (i've had to use the dev tool to get a few).

also, they arent hauling for some reason.  for example theres a manhunter pack that i've killed that should get hauled into the kitchen.

attaching my error log (which shouldnt matter on this problem) and a screenshot

https://imgur.com/a/fcjrP
#19
Outdated / Re: [A14] Community Core Library v0.14.3.1
September 23, 2016, 04:44:01 PM
I was under the impression that Tynan was helping with CCL and making the code availible before it was complied, therefor having to do all this guess work wouldnt be necessary. 

If not, then wouldnt you have to go through this for every single major update?  Tynan already said A16 will be a huge deal, so I can imagine that doesnt bode well for CCL?
#20
Quote from: dubwise56 on September 15, 2016, 01:27:46 PM
Have you setup both reactors with different ID's so they work on the same powernet?

i tore down both reactors and computers and rebuilt them, seems to have fixed the issue (still waiting for the materials to rebuild reactor 2)
#21
I'm having a bit of an issue with reactors, I built 2 separate systems, but from the errors I'm getting in the log I think I made some mistakes / confused the code.

At present, everything appears to be setup right, but my haulers refuse to place the control rods into the reactors.

edit: fixed the hauling situation, it was a "important" stack vs "normal" issue, nothing to do with this mod.



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#22
Ideas / Re: Multi-core support
September 14, 2016, 11:20:43 AM
I just want to throw my support behind the need for multi-core or any other solution to increase FPS in mid to late game scenarios.

I have currently 22 pawns, running on a small map (on purpose) with an 5930x Intel, one of the best processors out.  At best I am getting 30 FPS at 3x.  It's quite frustrating, more so because this game is one of the best I've ever played and its being held back by performance issues and lack of better (tm) modding support.

If an entire version cycle (or more) was spent only on performance and modding support it would ensure this game is played for a decade, much like you see with the Civilization Series.
#23
Support / Boosting FPS in mid to late game
September 13, 2016, 03:24:24 PM
One of my really only major complaints about RimWorld is performance during mid to late game.  In fact I hate it so much I tend to create new colonies and usually never finish one.

However I am kinda in love with this particular colony and I'm hoping I can find ways to improve the performance and continue the game.

Here's the layout and the log file
http://imgur.com/a/PzP41

So far Ive done the following (FYI I have a long mod list installed).

- turned off plant sway
- filled in using the dev tool any open rock spaces that I mined (helped a ton)
- fixed any excess home areas that werent needed for things like cleaning or animal pens
- parked all my hauling and cleaning bots
- Set the process affinity to High
- Slowly transitioning to hydroponics and not large farms (ran out of components)
- So far nothing of note inside the log file

I'm looking for any and all suggestions to get the FPS back up as high as possible.
#24
I was going to only bury dead colonists and use the crematorium for the rest, however even though the pawn is a colonist and labeled as such, he's not eligible to bury into the grave.



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#25
Bugs / FPS Drop if animal zone includes a wall?
September 12, 2016, 09:42:26 AM
I just noticed a significant difference in game FPS when I fixed an animal zone.

I'm keeping my animals indoors and when I created the animal allowed zone, I included the walls itself.

When I changed the zone size to NOT include the wall, the FPS jumped and the game ran much more smoothly.



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#26
Outdated / Re: [A14] Community Core Library v0.14.3.1
September 09, 2016, 04:53:44 PM
@skullywag I hope I can make it clear I'm not speaking negatively towards the CCL team.  This software has made mods for Rimworld really, really shine.

The delay and possible result that CCL just cannot keep up with the updates Tynan releases is a major problem though.

One reason for Rimworlds success (in my opinion) is the modding ability.  It's the same reason people are still playing Civ V (and recommended it to their friends).  You can mod the game and play endless variations of it.

I hope there is a fast pipeline to get CCL the needed access to the basecode or have Tynan take it over, whatever is workable. 
#27
Outdated / Re: [A14] Community Core Library v0.14.3.1
September 09, 2016, 01:12:54 PM
Guys, I must say, this is getting a bit ridiculous.

This doesnt fall on entirely on the CCL Team, which might have bitten off more than they can chew, but this is also is an problem that Tynan needs to address.  There are a number of awesome mods that require CCL to work and are now broken until its updated. 
#28
Hello, I am still running into "no guest" tab or at least in some cases a guest tab that isnt working.



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#29
I cannot seem to the recruit (or any other option) to work

the social screen only has the relationships on it...

#30
is a a15 coming up soon? this is a great mod