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Messages - lc-soz

#16
General Discussion / Re: Symmetry problems
October 29, 2016, 06:26:27 PM
I always do my colony in a pattern:


  • 3 tiles wide hallway
  • 5x5 and 11x11 rooms (11x11 because it "counts" the wall between four 5x5 rooms)

That way my OCD don't attack me, in zoom out it looks symmetrical (at least that's what I say to myself so I can sleep in peace).
#17
General Discussion / Re: Curious performance
October 29, 2016, 06:03:09 PM
Quote from: lc-soz on October 29, 2016, 04:50:44 PM

For now will try to find the chef of those factions and trying only letting them live, the game lags too much if with all <pawnsalive>.


I'm still not sure about how this affect the game as a whole but I did some tests:

First: Raids can happen without <pawnsalive>?

They can!

I made raids the only possible threat, and after a few game hours in Randy Random Extreme a raid happened, so even though I can't talk to factions via Comms Console it's indeed possible for "humans" raids happen, not only from mechanoids.

Second: It's possible to erase a part of <pawnsalive> and still communicate with others factions?

YES!!

I went to the backup save I had, deleted all <pawnsdead> and almost all <pawnsalve>, except the first five pawns (because I have five factions excluding mine). Now I can talk to them via Comms console but still waiting for a random raid from my two hostile factions.

Other test:

I forced raids in both situations, with only the first five <pawnsalive> not deleted and with all of them erased. The only difference that I found was in "Raid (3000 pts)", the others were possible somehow.

But, like I said before, I still don't know how this affect others parts of the game, so be careful and ALWAYS do a backup!
#18
General Discussion / Re: Curious performance
October 29, 2016, 04:50:44 PM
WARNING ABOUT DELETING PAWNSALIVE FROM WORLDPAWNS

If you delete <pawnsalive> it will be impossible to talk to others factions via comms console and probably they will never visit or attack again. I test force raid via developer tools and works, but still not sure if it would naturally come sometime soon.

Sorry for not saying that before, noticed this (that should be obvious...) now...

I will create other save (backup it) and when the game start to lag will paste the original "<pawnsalive>" to see if it helps or crash something in the game too.

For now will try to find the chef of thoses factions and trying only letting them live, the game lags too much if with all<pawnsalive>.
#19
Mods / Re: Rick & Morty
October 29, 2016, 04:07:53 PM
What would be the features?

Edit: Man!! This show looks awesome!! Thank you so much Flying Spaghetti Monster for it to be available on NETFLIX!!
#20
Mods / Re: I don't know what to do
October 29, 2016, 03:58:44 PM
Go to your game folder, inside RimWorldWin_Data must be an output_log.txt file. Post here, upload via mega.nz, I normally use it.
#21
General Discussion / Re: Storage
October 29, 2016, 10:02:02 AM
Only rotting items (meals, food, corpses [...]) will go bad in a roof, even without walls, and I think they will not "deteriorate", they will vanish (meals) and be spoiled (corpses).
#22
General Discussion / Re: Curious performance
October 29, 2016, 09:58:23 AM
I think it's because I edit the Randy Random so I can get raid every 5 days or less (having tons of fun in end game with Turret Collection and Remote Explosives). I don't have my biggest save, but this one is the biggest I still have and I've already deleted all my dead pawns in worldPawns. Original was 21 MB or something.
#23
No nearby unreserved shells. This maybe a bug?

[attachment deleted by admin due to age]
#24
General Discussion / Re: Curious performance
October 28, 2016, 07:19:23 PM
Man! I was searching things about perfomace and did this, delete a lot of wordPawns, my FPS triple in 3x speed!

Quote from: Zerazar on October 26, 2016, 08:08:53 AM
Could you write a few pointers on how to purge the savefile? I've gotten as far as opening the savefile in notepad++ and finding the worldpawn header but there are so many lines.

Step by step in NOTEPAD++:

If you delete <pawnsalive> it will be impossible to talk to others factions via comms console and probably they will never visit or attack again. I test force raid via developer tools and works, but still not sure if it would naturally come sometime soon.

0.MAKE A BACKUP OF YOUR SAVE.
1.Open your save file
2.Press Alt + 0
- This will fold all levels
3.Search for <worldPawns>
4.Click on the plus in the right side of it
5.You will see, folded, <pawnsAlive> and <pawnsDead>
6.Select from </worldPawns> to before <pawnsAlive> [Only delete this, pawnsAlive, if you don't care about others factions!!!]
7.Paste this:
<pawnsAlive /> [Only use this, pawnsAlive, if you don't care about others factions!!!]
<pawnsDead />
8.Save file and enjoy a playable rimworld

Doing that, my save went from 20 MB to 5 MB.

[attachment deleted by admin due to age]
#25
Quote from: UnlimitedHugs on October 28, 2016, 04:40:21 PM
How would you "speed up" the process, though? The expansion rate of the gas would still be the same, even if there were a vent to move it from one room to another.

It could be faster than gas disimpassion on an entire closed room, that's what I'm saying. Just like if there was nothing between outside and the inside (or 80% of the normal flow, something alike) , because what I imagine is that the vent is "open" and let airflow through rooms, so gas would pass too.

One idea would be a normal vent that allow 70% airflow and a powered one with 200% airflow.
#26
Getting this error from time to time:



RWAutoSell.ASWorkGiver_PawnBargain provided target Thing_Human342163 but yielded no actual job for pawn Jade. The CanGiveJob and JobOnX methods may not be synchronized.

#27
Quote from: UnlimitedHugs on October 28, 2016, 08:28:46 AM

Adding a single vent would be kind of off-topic, I feel, but we'll see how things go in the future.


Would it be simpler to make the vanilla vent speed up the process? Just like what happen with temperature.
#28
Releases / Re: [A15] Fences And Floors v1.1
October 28, 2016, 04:01:51 PM
Quote from: Dingo on October 28, 2016, 03:51:37 PM
Just FYI Pravus, if people used those defNames previously and you changed them then you have corrupted people's saves. They can load them if they edit the save file itself and remove those items but I would be cautious about this in the future and let users know on Steam that the update will break existing saves.

My lucky that I didn't use the second gate.

Would be better if the second gate, the simpler one, had different name, description, material, health [...] because it's a simpler gate compared to the normal one.

You should keep a "log" of versions on the post, it make things easy (or use gitHub). I noticed that you didn't edit the post today and was confused if you had updated the mod or not.

One BIG advantage of GitHub is keeping track of versions easily and other people help your project.
#29
Other idea I forgot to put in my previous reply is an exhaust for the sleeping gas, anything to take the sleeping gas faster from a closed room.

I REALLY like when a man hunting or a raid come with +100 members and all of them drop in a room with 10 sleeping gas cans but is boring to wait so long for the gas to get out. Even though in end game I just burn them all alive using Furnace mod from Glitter Tech, in early game I rescue many raiders for more colonists.
#30
Releases / Re: [A15] Fences And Floors v1.1
October 28, 2016, 12:10:20 AM
Awesome mod, really enjoying. But I've found an issue in the start of rimworld:


Config error in WoodFenceGate2: WoodFenceGate2 ends with a numerical digit, which is not allowed on ThingDefs.

Config error in ChainFenceGate2: ChainFenceGate2 ends with a numerical digit, which is not allowed on ThingDefs.

Config error in TechFenceGate2: TechFenceGate2 ends with a numerical digit, which is not allowed on ThingDefs.


And this after build a wood fence and two gates:

Could not convert id number from thingID=WoodFenceGate2222479839, numString=2222479839 Exception=System.OverflowException: Value is too large
  at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0
  at System.Convert.ToInt32 (System.String value) [0x00000] in <filename unknown>:0
  at Verse.Thing.IDNumberFromThingID (System.String thingID) [0x00000] in <filename unknown>:0