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Messages - SynsPlayground

#16
Support / Re: Increase RAM Allocation
May 03, 2016, 11:07:15 AM
Im sorry maybe i was miss understood, i dont care if it fixes it or not, I still want to throw more ram at it because I can and wish to know how.

After reading that, it sounds like i am being an ass, and wish to appologize, but it gets the point across, I simply wish to know how regardless of the results. Everyone in this thread has actualy avoided simply stating how and only stated "it is an issue with bottle necking" but the question was how, not what difference it would make or what is causing certain things.

Say for example, i have the fastest high end single core processor and the game still doesnt use all the ram, dont tell me its the processor bottlenecking if it runs faster on a single core than the multi core computers do. I just simply want to know how to allocate more ram
#17
Support / Re: Increase RAM Allocation
May 02, 2016, 11:11:51 PM
No offence to those that have posted here, but no one actualy answered how to allocate more ram to rimworld, it isnt using a hugeee chunk of the ram for those of us with larger rigs. Is there a way to manualy edit something to allow rimworld to use more ram. If so where is it?
#18
Outdated / Re: [A13] LED Lights - V 1.4 (14/4/2016)
April 30, 2016, 08:55:17 PM
Quote from: The_Haminator on April 30, 2016, 08:42:26 PM
Link is still down I really wanna DL this! Looks like the best working light mod for A13 right now

Worked fine for me, its the really small link at the very bottom of the first post, i believe you need to be logged in to see it
#19
Outdated / Re: [A13] LED Lights - V 1.4 (14/4/2016)
April 30, 2016, 04:48:13 PM
Seems very interesting and convenient, now i dont have to have conduits every where and can light up long hallways with things being visualy pleasing. Will provide some feed back once i test it out some 8)
#20
Really enjoying this mod so far. However I did have to tweek alot of the settings to make it a little more to my liking and fixed a minor gramatical error. For instance, the starting crashes I decreased the time for them to fall it would make sense for the whole ship to come pretty quickly to me. Rather than having the chance of keeping extra colonists alive from crypto sleep containers falling I also set the damage to a point where almost every other colonist falling will die as most of these have traits i simply dont want and i refuse to feed a mouth that is useless to me or might berzerk easily, theres always like 1-2 every couple times one falls that survive and i just out right kill them when I can. I also dissabled the rain dissabled-er thing, tried several different delays but literaly half my map would be burned down before any rain would come to help me out so theres that.  I also decreased the frequency of some things falling at random because i noticed not even 2 weeks into my new colony I had at least 1 of every vanilla weapon and quite a few of some of my other mod's weapons. 

Also I was wondering.... is there a way to forbid a spot on the map from this space junk falling because often at the start of a new colony I end up having to start again because one of these modules decided to fall right on my starting location and kill everyone instantly

Just my 2 cents, Still love the mod <3 thanks 8)