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Messages - nccvoyager

#466
Bugs / Re: Pawns prefering slower path
October 15, 2016, 11:35:35 PM
As a temporary work-around, I sometimes place a zone for my pawns (similar to the "hide inside" type of zone) and expand that zone in a one-tile-wide line to where I want them to work.

This forces them to path find in, and therefore follow, the one-tile-wide zone "path" instead of wherever they want.

Some micro-management, sure...
But, for long-term projects (like sowing, or hauling tons of stone chunks from across the map) this works fairly well once set up.
#467
Unfinished / Re: [A15] [WIP] Mine Shafts - Help needed
October 15, 2016, 08:59:27 PM
First, I would suggest including a copy (or differently-named copy) of the "BuildingBase" abstract in your mod.
(This can help avoid some issues with compatibility, from what I have seen.)
Second, the "RecipeDefs" folder is misspelled...
Oh man, I was looking at other threads and trying to get my computer to do stuff...
#468
Mod bugs / Re: Can't play the game with any mods.
October 15, 2016, 08:39:43 PM
First, the game "not responding" is the generic Windows message given when a program is not actively "appearing" to work.
Clicking "wait for program to respond" and then giving the program time to work may be pertinent.
This happens a lot on my old computer here, and you may need to wait up to 3 minutes for a very large save game to load.
Loading a game with a lot of content, especially modded content, takes quite a while. This load time is also increased greatly with larger map sizes.

If the game still does not load within 5 minutes, please upload a copy of your "output_log" file.
Instructions for finding this file can be found here:
https://ludeon.com/forums/index.php?topic=513.0
#469
Ideas / Re: Detach Prosthetics from Dead Pawns
October 15, 2016, 05:54:00 PM
Indeed, you can remove bionics from captured pawns, without any penalty.

Requiring research per type of bionic, and a pawn with high medical, crafting, and research, before you can remove bionics from a dead pawn would help increase the availability of bionics without removing the difficulty in actually getting them.

But, what do I know...
#470
Bugs / Re: Pawns prefering slower path
October 15, 2016, 04:43:54 PM
While this is not directly intended behaviour, it is an intended mechanic for the game.
This imprecise path finding uses less CPU time, reducing the performance impact of the calculations.
Unfortunately, this can lead to some, shall we say, quirks, with the path finding.

The "Flash walk path" tool causes the path that a pawn is walking along to "flash" visually for you to see. (If I remember correctly.)
#471
Bugs / Re: Graphic Glitch
October 13, 2016, 05:38:40 PM
As-is, if you alt-tab often, I would suggest running the game with the "-popupwindow" command.
#472
Bugs / Re: Adding music causes major memory usage.
October 11, 2016, 07:13:06 PM
https://docs.unity3d.com/Manual/AudioFiles.html
For information on audio in Unity.

http://rimworldwiki.com/wiki/Modding_Tutorials/Sounds
For information on sounds in RimWorld.
(Probably outdated, but may still be useful.)

As-is, I am inexperienced with this type of thing as well, but I hope that these references can help you, at least a bit.

Edit: This may be useful as well.
https://ludeon.com/forums/index.php?topic=1150.0
#473
Help / Re: Has Anyone Seen This???
October 11, 2016, 06:59:26 PM
In the options menu, enable "dev mode" so you can view the in-game error console.
There will then be an icon in the upper-right you can click to view the in-game console.
This console may help you debug an issue with something like a mod, though it is less in-depth than a output_log file for error reporting.
#474
Well, the dried soybeans can be stored for a very long time without refrigeration, allowing for space to be saved in refrigerators/freezers.
Excellent for someone trying to play a long-term tribe or the like, though I do realize that this is annoying when freezers are available.

I was thinking I might skip the soy mash and jump directly to soy beverage in order to streamline the process a bit.
Basically, the bill to process dry soybean into soy mash would be removed. The bill to process soy mash into soy beverage would be changed to directly process raw soybeans, dry soybeans, or a combination of both into soy beverage.

This would allow soy beverage to be produced directly from raw soybeans or dry soybeans, changing this from requiring 5 steps to produce a meal to a minimum of 3, while keeping the benefit of dried soybeans available if wanted.
(Harvest Raw --> Dry --> Re-hydrate --> Process --> Cook Meal)
Would become:
(Harvest Raw --> Process --> Cook Meal)

I will try to have an updated version reflecting these changes available by tomorrow.
(October 12, 5:00PM PDT)

Thank you for your interest, and your suggestions.  :D

As a little side-note, I suppose my thoughts had been on other soy products being able to be produced from soy mash, though I now realize that I can always streamline it down a lot for those as well.
(For other products, specific pieces of machinery would be required anyways.)
#475
If I understand correctly, the suggestion is to have the ability to "custom-map" the "additional" buttons on the mouse (often used for macros, I believe?) to certain RimWorld functions.
#476
I'll look around and see if I can find something.
As-is, I must go, so best of luck to you.
#477
Did you supply a "BaseEquipment" and "BaseGrenadeProjectile" abstract in the new XML file?
(Attempting to inherit from the core is... Not a particularly good idea, from what I have seen.)

In addition, is the image for the projectile a power of 2?
(2,4,8,16,32,64,128,256... The graphic inside the image canvas can be smaller, but the image canvas itself should be a power of 2.)
#478
Support / Re: Steam Key
October 09, 2016, 08:19:30 PM
#479
Support / Re: Reduce lag from spawn pawn events?
October 09, 2016, 07:25:19 PM
Well, it is entirely possible that the CPU power is being cut down by the onboard power settings manager in an attempt to cool the CPU.
QuoteGo into the "Power Settings"
Go to the advanced option "Processor Power Management"
Change the sub-option "System Cooling Policy" to "Active"
This will make the computer attempt to increase the speed of a cooling fan in order to cool the CPU.
The computer will attempt this before it attempts to lower the CPU power.

Now, beyond that, I cannot really suggest the rest of this due to your CPU being (quite) new.
However, it is up to you whether you want to spend the time with the rest of this or not.
Regardless, I would suggest that you test the game and see if the above helped before trying anything else here.

I would also suggest opening the task manager, (Ctrl-Shift-Esc,) right-clicking "RimWorld.exe" from the task manager, and select "high" priority from the "Set Priority" drop-down list.
(Avoid the real-time option. Bad things can happen with that.)

In addition, turning off any antivirus programs while playing RimWorld (or any game, really) is also advisable; antivirus programs are useful, but can eat a lot of CPU time.

If you are running through Steam, I would suggest turning off the Steam in-game overlay.
QuoteGo to the "Steam Library"
Right-click RimWorld
Select "Properties"
Click the checkbox next to "Enable the Steam Overlay while in-game"
Ensure that the checkbox is now empty.
Click "Close"

If the game is still not running quickly enough for you, I do have one last suggestion. (This has helped me with my computer, but may not be of much help with newer CPUs.)
In the task manager, for every process using CPU except RimWorld; right-click, select "Set Affinity" from the list, and disable affinity for CPU0 for each.
This will attempt to tell the computer to not use CPU0 for any process except RimWorld.
Again, this may or may not help. In fact, with an i7 core, it is unlikely to help much, if at all.

Of course, if the game is running fine outside of these spawn events, it is (unfortunately) quite likely that none of this (except changing the cooling policy from "passive" to "active") will help much.
#480
Support / Re: Reduce lag from spawn pawn events?
October 09, 2016, 02:38:38 AM
In terms of anything that can be done, by a user, at the level of code we have access to?
Not really, no.
Through optimization from Tynan?
Well, also not really, no.

I would like to ask; what is the CPU you are using?
I am using a decades-old Phenom Tricore, and it takes (at most) 10 seconds for a large raider group to spawn in.
(Around 30 pawns.)