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Messages - Bozobub

#61
General Discussion / Re: New Blight = dumb
August 07, 2020, 08:12:29 PM
It's just faster; it's not the huge deal OP is making of it.
#62
General Discussion / Re: New Blight = dumb
August 05, 2020, 11:38:25 AM
*shrug*  This may have been done, simply to reduce the "click load" and complexity of the game.  While some immersion is ofc lost, OTOH the results are at least comparable to doing it the old, "right" way, with much less UI finagling.

In other words, the same basic mechanic is there, just simplified a bit.  I liked the older way much better but can deal.
#63
Quote from: Canute on August 05, 2020, 03:20:39 AM
Yeah maybe the fields need a big "X" overlay when you forbid sowing there! :-)

That's a good idea; an alpha-blended, dim "X" would help a LOT.
#64
General Discussion / Re: Zombrella?
August 04, 2020, 10:45:37 PM
Quote from: mzonk on August 04, 2020, 01:27:52 PMThe reason I originally got character editor was so that I could add Curly Jo and Shev to Curlie, Larry and Mo.  It failed.
"Shemp," if you're trying to copy the names directly 8).
#65
General Discussion / Re: New Blight = dumb
August 03, 2020, 10:06:50 AM
I have to agree, the new Blight mechanism is inferior.
#66
Quote from: Jean on July 08, 2020, 02:21:34 AM
Thank you for your response, I wanted confirmation that I would not bother a developer with an imaginary bug due to a misunderstanding of the game.
If you're polite about it and follow the bug reporting guidelines, I highly doubt anyone will mind =).
#67
Oh very well done, PicaMula *unsarcastic smattering of applause* :).
#68
General Discussion / Re: Mods on Epic Games
June 14, 2020, 02:44:59 PM
It is.

You can, btw, link your Epic and Steam (And GoG and Uplay) accounts, so any launcher can lauch/mod/whatever the game, if present on any of them.  This will give you full access to the Steam Workshop for RimWorld, for example.
#69
Quote from: ProfZelonka on June 01, 2020, 04:21:51 AM
The reason I'm asking about GPU is to get an idea if a lot of HD re-texture mods would slow down the CPU or if that would be a load for the GPU. With big colonies, every bit of performance counts!
Mods that replace items/objects in the game increase load times.

Mods that add scripting/"per-tick" calculations decrease game speed.

"Quality of Life" (QoL) mods tend to have little to no impact, as they mainly change UI elements and similar tasks; they don't add a lot of processes to each turn.

It is completely possible for a given mod to add both types of slowdown.  Additionally, there's no real upper limit on how much slowdown you add.  Keep this in mind, when contemplating the addition of huge numbers of new mods ^^'.
#70
For RW and most current games, single-core and max possible speed are most important, not number of cores.
#71
Quote from: B@R5uk on May 14, 2020, 07:55:28 AM
I totally agree with TS!!! But, well, you know GD, this will offset all the debuffs of battle and make postfight cleaning piece of cake...
Not necessarily.  Either mood can have a differing duration, for example (the rush of victory fades to aches and reflection on the loss of family and friends, perhaps).
#72
I'm not saying your entire point is invalid but I literally NEVER (barring very long-term and/or early disaster) have issues with food in most biomes.  Crop excess and finished meals are nearly always major trade goods, and I have to make sure and don't drive up my colony wealth too far with stored meals.  I have been able to maintain this WITHOUT specialization in either hydroponics or Sun Lamp greenhouses, with enough storage to maintain through outrageously long toxic fallout or similar issues.

Food is nowhere as near as difficult to handle in RW as you're implying.
#73
"Serious tone"..?

Uh huh. *continues turning neighbors into hats*
#74
General Discussion / Re: botbot
May 21, 2020, 09:45:28 AM
While this particular post is useful as an example, in general it's best to NOT reply to such posts and just report them immediately.  Otherwise, the bots they use often will note "interest" and spam even more ^^'.
#75
As mentioned above, RW is VERY open-ended.  In this case, the original game didn't have a "victory" condition and was always just one colony.  Because of this, to this day you *do not* actually ever have to leave your original colony's tile (barring disasters, of course) if you'd rather not.

If you don't plan on much, or even any caravanning (even to travel to a ship, in a later quest), there's really not much point in generating the entire rimworld you're on, beyond aesthetics.  On the other hand, you can travel around the globe in all sorts of ways for many different reasons, from gathering resources to simple bloody conquest, if you prefer.  In that case, generating more (or even 100%) of the globe makes a lot more sense.

Luckily, once you've passed the world-generation step, AFAIK there's little to no particular extra load on the game from generating a larger world (as opposed to using larger *tile maps*).  So if you don't mind a short wait at the very beginning of the game, feel free to generate the whole globe (or not) as you like, w/o worrying about a performance hit, as long as it fits your playstyle =).