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Messages - Rearden

#1
the best solution I've come across is to have two or more doctors and set at least one to be on a night shift. That way you always have someone who can tend to people's wounds active. I usually try for four. two day two night.
With just one doctor the only way is to micro manage or to change their assigned working hours so they'll keep working instead of fulfilling their sleep need.
#2
General Discussion / Re: Amputations and Surgery?
December 01, 2017, 08:12:21 PM
Gives me an idea for a mod.  :)
Something limited that allows harvesting of the limbs and the eyes on top of what the base game allows. There's a couple harvest everything mods out there but they seem a tad excessive for this need.
#3
Quote from: Mst on November 13, 2017, 05:29:37 AM
Quote from: canth1000 on November 13, 2017, 02:08:48 AM
anything that increases the number of ticking pawns will get expensive after a while depending on how many.
Do ticking pawns include only colonists, raids and animals or does it have more broad meaning?
basically anything that moves on a map. any humanlike or animal that's active.
#4
Quote from: Mst on November 12, 2017, 08:20:07 PM
Perhaps I'm a bit off topic but could people playing on larger maps please share their pc specs (guess it's mainly cpu and ram that matter) and the amount of mods running?

I also prefer to choose the largest size possible with at least 30 mods. Not hugely overpopulated colony I guess about 10-16 colonists max and a herd of animals but I usually like to make it as advanced as possible utilizing maximum of the mod content (energy, temperature systems, lots of benches with additional functionalities for the efficient workflow, cool turret defenses, spaceport and stuff like that, this time I'd like to add hygiene and maybe factorio kind of mod).

I would like to estimate the maximum size I can handle with my i7 4770k 3.5 GHz and 16gb RAM (780Ti if gpu matters). Any advice on max map size for these specs would be great!

And a follow up question, which kinds of mods are the most performance heavy?
My machine specs are comparable. My processor is AMD though. My GPU is Nvidia 1050TI. I typically play second largest. I do see some slowdown late game, but take anything I say with a grain of salt. I play heavily modded. as for which are most performance heavy, it's hard to tell. anything that increases the number of ticking pawns will get expensive after a while depending on how many.
#5
Huskies are a familiar animal. It's easy to imagine a husky getting into trouble with the drug supply, or jumping into something it's not supposed to just for the hell of it. Sometimes they're too smart for their own good. one of my favourite trainable animals in rimworld
#6
I like the second largest map size. Gives lots of space for events to occur in and potentially go wrong. It also makes escape pods tough if they land out in the middle of nowhere.

I've finally hit the point where it doesn't behave great during raids. performance on ludeonicrous is generally quite good considering the massive map.
#7
General Discussion / Re: Headdesk...
October 13, 2017, 05:07:10 PM
Quote from: fuchboh on October 13, 2017, 04:30:42 PM
I remember there was a post on the subreddit of a colony with something like 15-20 batteries (all in one circuit and fully charged) and had a zzzt that wiped his colony off the map.  Just had a picture of the tooltip, admiring the size of his explosion as everything was gone in the blink of an eye.

given the damage three fully charged batteries can do that doesn't surprise me at all. that had to be a spectacular explosion.
#8
General Discussion / Re: Headdesk...
October 13, 2017, 03:17:39 PM
some of those zzzt explosions can be incredible. I used to keep three batteries until I had a huge explosion that set fire to half the base.

rt fuse is one of my favourite mods at this point.
#9
I can't say it's occurred to me to use sunlamps. I'm pretty sure there is a tend bonus for higher light level but it probably caps at 50% which is the output of a standing lamp.
#10
while that also works, I've had good results just firing the event from the dev menu. also means there's no rush to clear out the shrines. Save behaviour also works correctly immediately after the colony and faction are named.

more options for when people encounter the bug.
EDIT: fixed a typo
#11
From my playthroughs with the bug it doesn't seem to affect the events aside from odd occasions where allied factions might send military aid.
You should be able to fire the event using the instructions I've posted elsewhere in this thread and run mostly normally. Just expect mechanoids in one of your ancient dangers
#12
Quote from: doradorara on June 19, 2017, 08:40:01 PM
This bug is become from you have ancient danger (which has enemy mechanoids).

If you don`t have ancient danger with active mechanoids , this combat music bug and colony name ivent not appearing
won`t happen.

I made a topis  -Ancient Ruins bug B17 - and there is an answer .

Also, It is said that this bug will be fixed in A18.

So, Ludeon Studios , I beg you to release A18.

Quote from: canth1000 on June 11, 2017, 11:48:52 AM
for those that need a way to manually fire the event when this bug occurs it's the 10th item on the Actions-Misc section of the debug actions menu. it'll open up another menu. select the Faction and faction base button. That should fire the event.

We've had a dev post on this thread as well.
Asking for an update won't make them release it any sooner either. We know the issue is fixed for the next version and from past history we know Ludeon will release when the update is good and ready. In the meantime the bug isn't seriously game breaking, and the event can be fired manually as I describe above.
#13
Quote from: Antaios on June 14, 2017, 07:36:03 AM
Well I know that in my colony I had this bug, and there were undiscovered mechanoids in one of the ancient shrines aswell.

On a side note, mortars shoot at mechanoids if they're in an undiscovered ancient shrine.

Didn't know that. I'd call that a bug.
I cracked open the structure on one of my bugged maps. There were mechanoids inside.
#14
interesting. I'll have to crack open some of the structures and find out. there have definitely been the conspicuous buildings in every map I've seen the bug on.
#15
for those that need a way to manually fire the event when this bug occurs it's the 10th item on the Actions-Misc section of the debug actions menu. it'll open up another menu. select the Faction and faction base button. That should fire the event.