Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - patoka

#181
Hello guys

i've been playing RimWorld on my older laptop for half a year by now and didnt really ever run into problems, only once my colony grew a lot (3 towns, 40 pawns and 70 animals approximately and up to 3 caravans that may or may not be fighting currently) did i encounter some lag if i scrolled around the map too fast or when multiple colonists started and ended many jobs after eachother (cleaning, short hauling, easy sowing/harvesting, large battles, building long wooden walls and cables etc)
but that i always considered to be very acceptable, seeing as that was a small laptop that i bought now almost two years ago, that has many other things installed already and has seen action (my gf stepped on its monitor once and now the plastic is slightly waved)

what i find to be very weird is that on this newer laptop (larger, mid-end product and less than a year old) where i can play fallout new vegas, tf2 and war thunder no problem i suddenly run into the issue that when starting a new game where i select my landing site with the 3d model of the planet, it lags VERY much. i can barely move the map, zooming in takes a minute and once i moved the camera it never stops moving (although it never moves fast either). starting the game and being on the actually playable map where your pawns land at only very slightly improve the lag, so it isnt the 3d map only, but the game itself once i leave the main menu.

i do not think it is a problem with my laptop, because the program runs smoothly while i edit a scenario. i do have some mods enabled, but they were also installed on my other laptop and there it didnt make such an issue.

my question is ofc if there is a way to make the game more efficient, or if i was doing sth obvious wrong, but i havent seen anything i could easily change like in other games where i can just turn the graphics lower. are there maybe mods that make the game more efficient? i have heard of one that is good for late game colonies or one that removes superfluous social structures, but this wouldnt help me here because i would start a new game.

any other ideas?
#182
OMG THIS IS THE COOLEST SET OF MODS EVER
i would love to play them but unfortunately i dont really like content mods :/ either it's vanilla or it doesnt exist (for me)
i really hope all of this will get implemented into vanilla asap, as i only play qol mods

thumbs up, like, retweet, take whatever you want, this sounds kickass
#183
Quote from: muffins on January 28, 2015, 02:09:47 AM
I was saving up a TON of gold so that my lvl 16-artistic pop singer "Min" could sculpt yet another masterpiece for the colony, only this time in gold!

Instead some drooling philistine grabbed all the gold and made an awful golden statue with it. Half a ton of solid gold and it's not much prettier than a potted plant.

Still sold it for a ton of silver and 12+ bionic arms, legs, eyes and claws [/evil grin]

yo what the hell
i also have an artistic pop singer called "Min"
what are the odds

also: you could have made a single statue building task that only asks for golden statues and only allows colonists with an art skill above a certain level to work on it. but personally, i only make those medium statues out of wood. cheap, low risk, easy to mass produce (i have like 40 colonists in vanilla A17) and still sell for a lot of money with a good trader and if the statues are masterworks or legendary i keep them to make my fortress look nice.
#184
General Discussion / Re: Sea Ice Community Challenge
November 20, 2017, 04:14:25 PM
sorry for necro but do you guys have an idea what i should do here (pic related)
i already got a refugee, made her personally fight off the raiders aswell as tanking all the damage, then made her work her ass off with hauling all kinds of items from all over the map (lotsa ship parts and drop pods) and eventually freezing to death without getting handed a single meal. ofc i stripped her right before her lone death in the snow. i know this just made me hitler, but i kinda would want to repeat that with this new refugee but it seems like he is my 17 year old father so if i lose him i will be severely depressed for months to come and i am already constantly on critical alert.
can i just say no to my dad without getting a debuff (but also no weapons, armor, clothing, free dog food and random items either)
EDIT: nm, i just declined him, heard screams over the radio and no problem

[attachment deleted by admin: too old]
#185
General Discussion / Re: Temperature Science
November 19, 2017, 07:52:19 PM
sorry for the necro, but this sounds highly interesting.
currently, i am playing sea ice extreme cassandra challenge, so i have no gravel, but i guess once i give up/lose/get bored i could try this out. ice sheet you say? cool. i might even try tribal start there so that i can use this trick there to its fullest extent. maybe i'll need a psycho cannibal to reduce my numbers though.

but what i really wanted to ask is if anybody tested its efficiency yet? i could see how you'd play with this technique on the largest map and make double walled huts around most if not all gravel spots and light campfires in them to grow trees for more wood and maybe later on into the game replace them with strategically placed batteries and solar generators or wind turbines.
up until today i couldnt ever see an upside of the many little huts way of building your base in comparison to the fortress one, but this might actually work better in this case.

please tell me if you have gathered any experience in this
#186
i guess it is equally funny, cruel and impressive:
shizuka, my animal whisperer pawn, tried to tame a megasloth but she dun goofed and it suddenly attacked her. i was able to hit and run with her and her gun. i also made all the animals in my kingdom follow her order and her order was to attack. so after a minute or so the megasloth was knocked the hell out and only a muffalo lost a foot and took a heavy beating, another one took some hits, that's all. but the megasloth was bleeding like crazy. 500% almost. i had like 4 hours to save it, so i send shizuka to save that hairy beast from its impending doom. she carries it half across the map to my base to a cuddly megasloth fur animal box. kinda cute. until you see the bloody mess they made. like holy cow (more like holy muffalo) that's a lot of blood! it's like they were in hollywood and walked over the red carpet

ps: who came up with that great name "deficiency" for pets? it is my youngest and up until now completely healthy warg that learned all the commands in no time...

[attachment deleted by admin: too old]
#187
Bugs / Re: A17 visitor wont leave
October 25, 2017, 07:26:32 PM
alright, so since nobody could help me, i godmode-d his dementia away which made him stand up and leave no problem and i got my reputation.
karma is a b though so guess what happened. a caravan got into an ambush and while i was getting ready after dealing with the situation, my "beloved" methusalem and 10 of his friends came along for a visit and he still has all his issues, but he now has clothes again.
guess how i found out who it was...yes, it was the slowest one of the group

[attachment deleted by admin: too old]
#188
Bugs / Re: A17 visitor wont leave
October 24, 2017, 04:47:29 AM
Quote from: NeverPire on October 23, 2017, 04:56:53 PM
The problem you just reveal here is maybe interesting to note somewhere as I think this kind if situation is strange.
oh, this isnt intended? i mean i'd get pissed if another faction drugged my colonists, but then again it would be only a single dose and it is even yayo, one of the softest drugs in the game.
i kind of just assumed this was intended by the game...imma post my save game down below. unfortunately i couldnt find output_log.txt in the rimworld folder anywhere (it is a non-steam version)

https://www.dropbox.com/s/yai2nyw16eo7g6f/patokacopy.7z?dl=0
(i hope this link works just fine, i didnt put too much thought into it)
#189
Bugs / Re: A17 visitor wont leave
October 22, 2017, 09:01:35 PM
i'm an idiot. so i just produced my first yayo at that place, ready to drug the invalid visitor. but now it says that his faction would get pissed if i administered some yayo on him. the whole aim of me healing him was to get faction respect, so if i lost it again immediately, i might aswell just let him die in the cold and make leather and kibble out of him...or is there a way, still?
maybe putting it right under his head, he might do some drugs since he doesnt have anything to lose?
do i maybe have to do it differently? not with operation -> administer yayo, but somehow else?
i am so confused, i am just trying to get him out of here but he is making this task so hard.

EDIT:
since this isnt a bug anymore for sure, could someone move this thread to the correct topic? thanks, my man

EDITEDIT:
suddenly it looks like a bug again? i really dont know. maybe a MOD could halp? ;)
#190
Bugs / Re: A17 visitor wont leave
October 20, 2017, 07:36:32 AM
my issue here is that i have never heard of a minimum movement speed, especially not it being above 14%. the only thing that has a minimum percentage to work is consciousness, but even there i dont get handed an exact number.
furthermore, technically, 14% isnt THAT slow, he is just 7 times slower than normal. in winter i had the additional issue of snow slowing him down, but now he should be fit enough and most importantly he shouldnt freeze anymore. the only thing that could happen to him is that he starts to starve before those 8 squares or so are over...
...
nevermind, i just found sth on the wiki completely by chance, i was even looking for sth else because i gave up on searching for it:
QuoteAny time a pawn's moving is reduced to below 20% through any combination of factors, they become incapacitated and can no longer do anything. They can be rescued or captured at this point. Note that an injured pawn may eventually be able to recover on their own as the pain levels drop, although blood loss may prevent this or cause them to collapse again.
QuoteConsciousness

Consciousness is a creature's ability to remain active, and in the case of your colonists, controllable. Blood loss, starvation and pain can have a serious effect on a creature's consciousness if they reach higher levels. Pawns below 30% consciousness will not wake up. When a medical operation is performed, anesthesia is induced, which renders the person unconscious until the effect of the anesthetic medication has worn off. This makes them incapable of moving, along with being incapable of leaving the bed.
source: http://rimworldwiki.com/wiki/Health

so i guess that explains it, so now i know what drugs to use to remedy this situation. yayo should be enough already, perhaps even flake if the pain from that one scar is that bad. gonna try with a save game, just to be sure. and yes, go juice would make anybody "go" again ;) even wake-up can achieve that, though, to most people at least.

thanks to everyone that read this, i think you can close this thread now and purge it into the data nirvanaactually the situation seems to be a bit more difficult than that
#191
Bugs / Re: A17 visitor wont leave
October 19, 2017, 09:12:31 PM
i know, i didnt add a save game or log file, but do you really need it for this case?
my question really is just if there is a minimum movement speed or else the character wont even get up, similarly to the minimum consciousness that any character needs to move. if there is none, the guy should be able to move, which he doesnt. if there is a minimum movement speed needed for any action, will drugs save him, or is he a vegetable for good (or at least until i install a biomechanical leg or whatever it is called)
#192
Bugs / A17 visitor wont leave
October 19, 2017, 07:29:34 PM
so i recently posted in the "funniest thing you've seen" thread that i recently got methusalem as a visitor. he has all kinds of sicknesses and is therefore very slow and starved till he fainted. i wanted to patch him up and send him on his way, but i accidentally stripped all his clothes and he wouldnt get dressed anymore and it was deep winter, so he could barely walk 3 squares from my base before losing consciousness from the cold. i had to save him over and over again and tried many things to make him leave the map earlier, but he just isnt able to, even if i put him in a bed as near as possible to the map edge. winter and his countless and relentless tries to get up and away had its toll on him, he lost two toes and two fingers due to infections and frostbites.

my issue here is that for the past few days he didnt get up anymore and now the temperature would be just right for him. he is frail, has a bad back, dementia, double cataract, double hearing loss and a scar aside from two lost toes and fingers which leaves him with very little.
movement 14%
consciousness 80%
manipulation 19%
and so on. my question is if he legit isnt able to move or if this is a bug. also, if this is real, can i drug him to make him go the heck home? which ones should i use, is a smokeleaf joint enough, or do i have to go for flake or even harder?
even more importantly, this guy has been giving me quite some grief lately, what organs can i steal from him without pissing anyone off? i would imagine his liver being alright, but he'd surely die from it sooner or later. would he still be able to leave the map tho?

(see further down below for how things evolved)

[attachment deleted by admin: too old]
#193
i didnt read the whole thread yet, but just today RNjesus gave me three interesting little fellas as enemies/visitors:
so the first one is pretty much the equivalent of an english king we all know from braveheart
second is the biggest gamble i've seen in the game to date. essentially, as long as you control the loonie, you have a good work horse. once he starts his shenanigans while you're at war, things could get rough. anyway, i was super lucky because in the attack i killed all his friends aside from one and 2 of them were rivals, so he wasnt that unhappy while getting his butt patched up in prison. and yes, i could capture and recruit him. how he had 70% difficulty and all the other 99%, i dont know, but i am happy now. also, his name is giggles. GIGGLES!
on a smaller note, today the game also threw the biologically 21 year old mother of one of my starters at me that was experimented on in the urb worlds and now hates men xD she had to flee from a couple attackers...the interesting part here is that her daughter is older than her now biologically and also hates men and was also experimented on.
and most importantly, i also got this guy, who is barely alive with his 90 years and virtually all problems he could have. he collapsed in winter while visiting me and his friends left him for dead, seeing as he was ridiculously slow and not a great addition to their team. anyway, i saved him in my lil outpost, patched him up, warmed him up with some food, but accidentally stripped him naked. from then on he tries to leave the place up to 3 times daily and freezes before he can even leave the three square roof around my house. he lost 3 toes/fingers by now and i think this winter is going to get very long, so i will keep him outside for a little to get frozen body parts and let a level zero medic heal him so that i can level him up easily and without any risks involved. also, no meds.

i even thought about harvesting some of his organs prior to letting him go home once better weather comes, but i've never done that. wont he die if i take away his liver, one of his lungs and kidneys? those body parts at least seem to be healthy...also, will those body parts turn bad in mere hours, or will they be like artificial body parts and never turn? can i even sell them?

[attachment deleted by admin: too old]
#194
General Discussion / Re: Share your trick
October 03, 2017, 09:19:39 AM
Quote from: SpaceDorf on October 03, 2017, 08:43:20 AM
How about stuffing all the drugs in a launchpod ?
that should work, but obviously you first need a launchpod.
especially with tribal starts where you dont just rerandomize your group of survivors until you have your favourite set (which is straight up cheating in my book) you easily run into the issue of having colonists with chemical interest and/or start off with drugs, be it beer, smoke leaf or whatever.
obviously you could burn that stuff just to be on the safe side, but you could easily sell it aswell, which could add quite some value to your start.

not even gonna try and hide it, i like my version the most for almost all the reasons xD
#195
General Discussion / Re: Share your trick
October 03, 2017, 08:35:19 AM
Quote from: khun_poo on September 24, 2017, 05:14:00 AM
To avoid drug binge event without violent. You can make a false caravan with any colonist. Bring all the drug with him and let him stay out of the map until the drug binge colonist calm down.

it is actually much easier to always have all your drugs in a room (next to your freezer for example so that the various drugs like beer and ambrosia dont go bad by building a vent in a wall) and whenever you dont need the drugs or dont need to access the room (for example when you finished producing drugs for a while and start to build up raw materials again for the next few quadrums or years) you just build a single wall in front of all doors leading to the room (which in my case is always 1.) this will make the room inaccessible for all pawns and therefore no item inside of it will ever be used nor will there ever be a pawn trying to use them. furthermore, you can put that little red cross over all your drugs, but i dont really know how much that helps. with this technique i never have issues with druggies. only time people or even animals steal some ambrosia is when i have too many ambrosia plants and even when i try to harvest them and bring them in asap, they still lay around for half a day.