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Messages - Harry_Dicks

#1531
Releases / Re: [B18]Mods Revived - hope all works fine?
January 04, 2018, 06:30:42 AM
Quote from: sulusdacor on January 04, 2018, 06:17:24 AM
for the MD2:
i used mostly the storage and the walls in the past myself. these two are the one i want to update in the first place. the other things i never used and have not looked into them at all.
my thoughts on them:
- the fissure generator + extractor i love the textures, so maybe. but there is already an quite similar option with theubie's drill that got updated for b18 and ed laser drill does the steam geyser thing.
- droids i imagine are a lot of work, coding especially, which i feel not super capable with. to that comes there is MAI etc. that does the thing quite well i think.
- offworld plant i imagine a bunch of coding for an UI would be needed here too. to that comes there is the haplo's nano replicator, which lets you copy stuff already.
- coalpower i kinda fail to see the need a bit. you mostly get to electricty very fast if you want to. meaning wind+solar, which i feel are still better option then any refuelable plant. maybe my personal bias against refuelable powerplant here^^

Haha the textures for the fissure generator and extractor textures are exactly what I was thinking about using myself, also with what I'm thinking was the coal burning plant. Those and the "gate" that can raise or lower a 3x1 are somethings that sounded very interesting.
#1532
Quote from: Ratys on January 03, 2018, 11:27:18 PM
Quote from: Harry_Dicks on January 02, 2018, 04:00:58 PM
<snip> especially since the author of Quantum Storage said there aren't even plans for a B18 release. :'(

I'll just hijack this real quick: I said, per your question, that there is no ETA on B18 version. I also said, earlier in the thread and on Workshop, that after first round of B18 updates for my other mods I'll begin work on proper RT Quantum Storage update - which is exactly what's going on. To reiterate: it's coming, but I can't promise when.

You are correct. I remembered this the other day, and actually went back and read that you had said that, but didn't bother to edit my post. My apologies.
#1533
I'm not even sure if I am explaining it right. But I was thinking about the mod Rot Tick Fix. "Lowers the temperature check interval for rotting items." is the description for it. Could we not do that for many of the other resource intensive things? Say like pathfinding, could there not be a mod that changes it so when an object is going from A to B, it only recalculates it's pathfinding while on it's way half as often, or make the rot tick interval even longer, or do temperature checks half as often, update moods half as often, check for whatever half as often, etc. Maybe I can better illuminate my idea with that. I'm not a programmer or anything at all though, but it was just something I was pondering the other day. Thinking on it more and I'm starting to doubt myself, though. Like pathfinding, maybe it is only calculated once, and only recalculated again if there is an interference.

But hypothetically, if something like that was possible, I was thinking on a more global/macro level. Just a universal slider or something like that. Make everything possible tick half as often, or however often you want based on whatever arbitrary limit there is.
#1534
Your link in the OP to the vanilla release, the download from there is for A17. I see you just uploaded it though, did you upload the wrong version?
#1535
Quote from: GiantSpaceHamster on January 03, 2018, 08:06:24 PM
Quote
Hey...I'm just gonna call you "Harry"...thanks for the feedback!

Moody only performs calculations for the view that is currently displayed. If Moody is minimized or hidden then no data is tracked and there shouldn't be any performance impact at all. If you want to check if Moody is impacting your performance just compare performance between minimized and restored states. Some views require a bit more processing to gather the data so some views may also affect performance differently. Similarly, if you are viewing colonists, then animals and prisoners are not recalculated. Having tons of animals should not impact performance if you're not in animal mode (same for colonists and prisoners).

Since we're on the topic, Moody also only recalculates 10% of the colonists per tick. Since at normal speed there are 60 ticks/second all colonists will still get updated at least 6 times per second (more at faster speeds). Also note that playing at a faster game speed will exaggerate any performance impact since the calculations are done on a per-tick basis, so faster ticks means more processing per unit of time needed.

Monitoring performance for all mods would likely have to be implemented in the base game, but tbh I haven't given it much thought.

EDIT: Now that I think about it, maybe I should consider throttling recalculations more when the game speed is higher. That might help performance for larger heavily modded games at faster speeds at least.

Thanks for the quick reply. That is great to know that Moody isn't recalculating that often. I also think that would be a great idea, throttling calculations at a higher speed. If only you could get everyone to do it!

Oh, and I'm so glad you've reminded me of what I was thinking about the other night. Do you think it would be possible for someone to make a mod that had a global tick rate increase/decrease slider? For example, make everything tick half as often? I understand things could seem laggy or a bit off, but could you not essentially double your performance with everything taking twice as long between calculations/updates? Am I a complete retard? It would be great though if you could, so that people like me with limited specs could actually play the game at a speed other than 0 and 1. Even if it made the game not as responsive, I could at least sit back and watch things go by at 2x properly.
#1536
Hi GiantSpaceHamster, thanks for making such an incredible mod.

How resource intensive is Moody? Does it depend which view is currently being displayed; e.g. mood view vs temperature view? Also, does Moody use resources when it is minimized, or less than normal? I ask because my mountain base of about 25 pawns, 60 animals and maybe 40 bots on a default map size with too many mods is running rather poorly and I'm trying to see what I else I can do to trim down on resource intensive systems.

Now that I think about it, could there be any application for a sort of RimWorld "task manager" so that you could see where any bottlenecks were? It could help make it a bit easier for dummies like myself trim down some of the fat wherever would be most efficient, instead of just kicking the bucket around until I've broken too much! :P
#1537
Would this mod still work with MakeWarNotLove? Anyone have any experience with it?
#1538
Quote from: sumghai on January 03, 2018, 02:05:40 AM
Progress Report, 3 January 2018

Tackled some of the low-lying fruit on my todo list over the past few days:

- Terminals no longer show the "Needs food hopper" alert message

- Replimat Spill and Kibble Malfunction incidents added back into mod, and will "waste" feedstock when triggered; the incidents will only also happen if there is enough feedstock in the tanks

- Tank capacity reduced to 250 litres with a smaller 1x1 tile footprint; in the absence of any feedback, I made the executive decision to do so.

- Computer size reduced to a smaller 2x1 footprint, with feedstock gauge shifted upwards to compensate



I really, really like the new computer. I didn't even know it came with a gauge on it, how awesome! Also, about the feedstock tanks, honestly I really liked the bigger ones. What about having both? A small 1x1 tank with 250L, and a big 2x2 with 1500L? Those are just rough numbers, but I threw out 1500 so that it would be a little more efficient than 4 small ones.

Either way, this mod is looking so freaking promising. Especially if you can "time" restrict things. Something to think about - but maybe in the future you could have a very similar system, but it is similar to a restaurant's fountain system. This way you could make a proper bar with some taps, that could dispense different drinks (Cupro's or Veg Garden's) that are piped in from some back storage room. Maybe even require Dub's Bad Hygeine's water/sewage lines to be connected to it!

Also, I'm sad to see that there is no longer a replimat conduit. Hypothetically, couldn't we just have our own sort of "replimat conduit" with Supe's Parallel Power Conduits and Power Logic? That actually has me kind of curious. Can the food still "travel" along those conduits, or must they be the vanilla conduits? And if they have to be vanilla conduits, could we use Power Logic's emitter and receiver coils for a separate conduit network without causing any issues?

Sorry for all of the questions, but there are just so many freaking possibilites with this mod and I FUCKING LOVE IT! 8)
#1539
I was curious if anyone could whip up something simple like this for me, or point me into the right direction? I don't want to remove those jobs from where they already are though, as I still want my medic bots to be able to feed patients. However, I would like if my hauling bots could also deliver meals as well. If the only solution is that these jobs could only go under hauling and not others (have duplicates), I would be alright with that compromise.

Any help would be greatly appreciated, thanks! :D
#1540
Releases / Re: [A18] - Animal Husbandry (SKHardcore)
January 03, 2018, 05:27:27 PM
Quote from: MightyGooga on January 03, 2018, 05:14:25 PM
You asked for it, you got it! Now with a vanilla version. Let me hear some feed back.

See you.

Awesome job! Do you have any specifics on how much an improvement this is over regular kibble? I see in the OP you said it is 5x stronger, but does it take 5x the ingredients? Or the same as regular, just 5x stronger now? Also, what do you think about age accelerating kibble? So you could have a pen for all of the baby and juvenile animals, and you could feed them kibble all hopped up with GMOs and steroids!
#1541
Outdated / Re: [B18] Harrowed Light - 1.4
January 03, 2018, 05:20:38 PM
I'm over here just fantasizing about when I can finally get around to mixing this mod up with Rim of Madness.
#1542
Releases / Re: [B18]Mods Revived - hope all works fine?
January 03, 2018, 05:17:50 PM
Awesome post! I'm loving how you cleaned up all the download links especially for all of the patches, this are looking great now. Congrats!

Do you have any plans to further expand MD2, like the power options for example? Interestingly I was looking around the original author's github and they had started a repository for MD3.

Thanks for all of your hard work, it is greatly appreciated! ;D
#1543
Quote from: SpaceDorf on January 03, 2018, 10:06:52 AM
You allready  found "additional art ressources" ?

Bwahahah, am I that obvious?! ;D Only took a few minutes. Now if only I could find the one that let's you switch statues from one model to another. Although, I'm not sure if I want to lose the randomness.
#1544
Outdated / Re: [B18] Universal Fermenter (2017-11-18)
January 03, 2018, 04:09:01 PM
When extracting Universal Fermenter, there is no base folder for it. My question is, does RimWorld care what the name of the base folder is? Can it be just Universal Fermenter, or does it need to be UniversalFermenter_b18.1.0 ?
#1545
Quote from: Kubouch on January 03, 2018, 02:11:20 PM
Quote from: Harry_Dicks on December 30, 2017, 09:27:00 PM
I would like to try this mod out but am curious how this interacts with Smokeleaf Industry.

Hey, thanks for checking out this mod!

It seems there is one minor conflict. Smokeleaf Industry uses smokeleaf buds to produce joints. Dry Leaves uses dried smokeleaf leaves to produce joint. Depending on the mod load order, the recipe from the later one will take precedence. I.e. if you load Smokeleaf Industry after Dry Leaves, joints will be produced out of smokeleaf buds. You'll still be able to produce dried smokeleaf leaves but they will be useless. There shouldn't be any other conflicts than that. I haven't tested it myself, though, just deduced from looking at the files so I hope I'm right.

That's great news!

Quote3. You can choose which leaves to dry (tobacco or smokeleaf) using an in-game button when you select the drying rack building

I don't know how I missed this the first time. So as long as its Universal Fermenter->Tobacco & Dry Leaves->Smokeleaf Industry, then I can still use Smokeleaf Industry the way it comes, and I can use this mod just for tobacco and drying it's leaves? SOLD! Not sure why but I just love little mods like this that keep adding nice little proper looking (meaning fits with vanilla art style) pieces to the production chain.

I'm honestly just blown away with how fucking awesome this game is and can be. I really, really wanted to like Dwarf Fortress, and I still think I can in time, but this game is kinda like a "DF Lite" in a way and with everyone here's incredible work, it is going to keep me entertained for a long time to come. So thanks for all of your hard work! ;)