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Messages - Crow_T

#16
I think it's pretty well balanced. Firstly, what does one usually buy? Things that you can't make, eg neutroamine, lances, glitterworld meds, etc. and important resources like steel and components. There may be some nice early game purchases like a sniper rifle or meds that you can't make on your own yet. Now, what can you sell? Garbage, and lots of it. While you wouldn't buy junk weapons and lots of random leathers, you certainly can sell it. Selling garbage plus art, drugs, or whatever will easily keep you in increasing silver even when being a bit free with the spending. Generally the stuff you need to buy is different than the stuff you sell so it works out overall.
#18
I'm having the opposite problem, I can't change back from windowed to full screen (I may have changed fullscreen>windowed in B19). I get the black screen for a bit then it goes back to windowed. Ubuntu 16.04 intel + nvidia. In KSP I used to open the pref file in an editor to change the mode if I had issues, is this something that can be done here?
#19
Releases / Re: [1.0] Spotted
October 26, 2018, 05:22:56 PM
Cool mod, I think even 6 hours is a pretty decent head start, you should be able to equip colonists and flick any needed switches in that time.It's sort of like when you get lucky and raids hang out for a while. Any thought to putting this on steam?
#20
I lean more on the no animals side, but I do like having 1-2 boomalopes, alpacas, camels and/or Muffalo for the resources, if they breed I sell off the new ones asap, I hate dealing with their food over cold months. Dogs are OK as labor. I generally don't use combat animals, they get beat up pretty quickly.
#21
General Discussion / Re: Your DLC Wishes
October 22, 2018, 05:37:31 PM
Most of these can be done by modders already, not sure what a DLC could add that the psycho-cannibal modding community couldn't ;) It'd have to be something inaccessible to modders, what that is exactly I'm not sure.
#22
Releases / Re: [1.0] Alpha Animals
October 21, 2018, 08:45:35 AM
Dang, super bang-up job on the graphics and concepts OP!
#23
General Discussion / Re: Rimworld 1.0 release trailer
October 18, 2018, 05:23:12 PM
Yep I think they did a great job on it as well, I was a bit surprised in a good way with the whole narration route.
#24
Ideas / Rescue while drafted
October 14, 2018, 08:24:05 PM
Can you do this yet? While drafted be able to rescue a downed colonist, the benefit: to take a smarter route to safety, sometimes you want to avoid the threats, not walk past them ;) Being able to manually avoid baddies would be great.
#25
Quote from: vzoxz0 on October 10, 2018, 07:09:18 AM
I haven't had any of the problems these people are describing. Resources are plentiful, trade is much better than it ever was, missions are finally somewhat balanced and possible to go on, pathing is very improved...

I think these people whining are just people who have 40 mods installed. Vanilla RimWorld is the best it's ever been.

I agree, if you have an income resource, be it art, drugs, furniture, or whatever, you can buy resources from traders. Beer for components and steel is a good deal to me.
#26
great post, it adds a lot of clarity to the update process. Also, congrats on the big release!
#27
I used to play Rimworld from the Ludeon dl, manually installing mods into the folder. Since I wanted to do unstable testing I started playing on Steam, then I started to add mods which was really convenient through the workshop. The question is: what is the best way to proceed from b19 to 1.0? I actually don't care about losing saves, but keeping the mod list intact would be nice. I'm guessing I may have to wait until 1.0 is official?
#28
Quote from: 5thHorseman on October 01, 2018, 07:01:18 PM
Another strategy that I find works quite well is stop caring when one of your pawns dies. Bad things happen and you gotta roll with it. It actually makes the game easier for a while, too.
This is the best answer, the game becomes a lot more fun when you can shrug off colonist deaths (which I admit can be hard to do!). One of my favorite colonies was one I didn't care about, they all had beer and tea and a careless god :P Watching crazy youtubers like xwynns is a good way to get into the spirit of not caring too much, it's good fun.
#29
Support / Re: [B19] Surprisingly high CPU usage on linux
September 29, 2018, 06:50:29 PM
*** OK, after some searching around it seems to be a known issue that Unity can use 100% CPU in linux, some say to turn the openGL vsync off (which I am trying at the moment, not sure if it is doing anything) or some other more linux-y solutions (you know what I am talking about). Now, the weird thing is, I noticed that the little monitor icon on my machine showed CPU usage was pretty minimal when the system monitor window was closed and Rimworld was running, when I open the window to see the specific usage it goes up, and goes back down again when closed. Actually, having Rimworld in one workspace and the monitor window in another had the same behavior when switching back and forth- I noticed a valley in the system monitor icon. Its like the act of monitoring creates a high amount of usage. I'm using MATE with the mini system monitor docked in a menu bar. Maybe some other people can check out this behavior.
#30
Support / Re: [B19] Surprisingly high CPU usage on linux
September 27, 2018, 05:08:46 PM
hmmm, similar rig as OP, except Ubuntu 16.04, and am seeing high usage in main menu and in game, as in one core always maxed out. The save I used was a tribal colony that I just started up with 4 pawns, no pets in a desert, a few mods. Maybe I'll grab the game from Ludeon and run it over the weekend, the stats above are from Steam.