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Messages - VentusVero

#1
Releases / Re: [1.0] Zetrith's Multiplayer
March 16, 2019, 01:24:56 PM
Just wanted to chime in, since there seems to be a lack of general information regarding Zentrith's Multiplayer current state.
The following is 2 weeks of testing the mod with another player to see if we could get it working.

1) Zentrith's Multiplayer "1.0" points to a github that is actually version 0.4.4 and was last updated Jan 22, two months ago.
2) Connecting through steam (with and without arbiter forced ticker enabled) we experienced regular desync's with vanilla Rimworld.
3) Using the supported spreadsheet, we tried adding rank 4 mods (just 1.0 DE Surgeries, Mad Skills, and Ogrestacks) and still experienced regular Desyncs.
4) Hosting myself and playing with no other joiner (while my co-op was at work) I experienced Desyncs with arbiter during events like poison ship crash landing. This is just me (host) desyncing with arbiter (the bot that is supposed to help avoid desyncs).

Love the premise and all, but certainly no where near as complete as some other posts suggest. It could also be that the more mature the game and the more elevated the events, the worse the desync, but to date re-sync has never worked and even on joining a fresh save/hosting, the green/yellow bars just chase each other endlessly after simulating finishes and freezes.
#2
Quote from: Rah on November 06, 2018, 09:55:23 PM
@VentusVero, the brain implants are permanent in the mod and in vanilla. However, the hyporegulator was actually slightly bugged, but it has been fixed now. It was set to -85% sleep need, but it has now been corrected and set to -25%, which is more appropriate. With regards to toe and finger surgery, I've considered it a few times, but I decided not to include it due to balance reasons.

* Fixed an issue with the Hyporegulator where it would reduce sleep need by 85%. It is now set to -25%.

Thanks, that answers my question (never used a joywire, so didn't know, off to edit a save file!).
Also, dunno if it matters, but my game says Hypo regulator "Tiredness x15%" instead of 25% (which makes no difference to me now, but thought i'd mention incase you meant for it to be 25%).

Thanks for the super fast reply!
#3
So are brain implants permanent and that bit is just missing from the description?

I've got people with both hypo regulator and the cortex augmenter and I wanted to take them out (at least the hypo, need them to sleep more for lovin and hopefully offspring) but I don't see any operation to remove brain implants.

Anyone able to chime in as to whether or not this was a missing mention or should it be on the list? (ive got expanded bionics and maybe 1 other mod that allows surgerys to fix missing fingers and toes, but didn't see the option when I disabled those).

Thanks in advance for meaningful replies.