B18 Save file of large colony for mod testing

Started by Roolo, December 15, 2017, 04:13:54 AM

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Roolo

I posted this in the mods section, but it might be more successful here:

To cheat the game To test some simple ideas for improving the performance of Rimworld I would like to do some tests for which I need a save file of a large colony, preferably with as little mods as possible (completely vanilla would be ideal). I did some quick searching and couldn't find any. I don't get to play Rimworld too much due to a lack of time, so creating one myself isn't really an option in the short term and creating one with the dev tools will not expose all performance problems the game has.

Anyone willing to share one? I think it could also be helpful for other modders.

CannibarRechter

Hopefully someone can share one with you. That said, I believe you are severely underestimating the value of the dev console in helping you to accelerate a large colony build out. A save game would definitely be better, though, as in the long run you're likely to have very many social network interactions out in game world that are stored and in-process, and I don't think the dev console will properly fill that stuff out.
CR All Mods and Tools Download Link
CR Total Texture Overhaul : Gives RimWorld a Natural Feel
CR Moddable: make RimWorld more moddable.
CR CompFX: display dynamic effects over RimWorld objects

Miridor

Currently I'm playing a colony on a huge map with +- 30 colonists. It's running a couple of in-game years now. If you want a savegame I'd be happy to oblige. Please send me a PM ;)

I'm using the following mods:
-Storytellers *2 (to increase population size, nothing else is changed)
-RimFridge (just adds a 'fridge' item you can refrigirate foodstuffs in, not essential. Fridges can be deconstructed and then mod can be removed))
-Industrial rollers (to automate growing-zone hauling and cooking, essential for my colony)
-Set-up camp (not essential, only comes into play when caravaning, can be removed)
-Neutroglicerine from boomnimals for Neutroamine production (not essential, can be removed)
-Doormats (can be deconstructed and then mod can be removed)

Colony specifics:
Mountain colony with river
Almost all research is done
Done some caravanning for trading and quests
Got a thriving animal population including a Thrumbo
30000+ silver
One colonist (with previously severe brain damage) is on Luciferum (and currently 'cured').

Roolo

Quote from: Miridor on December 15, 2017, 07:36:38 AM
Currently I'm playing a colony on a huge map with +- 30 colonists. It's running a couple of in-game years now. If you want a savegame I'd be happy to oblige. Please send me a PM ;)

I'm using the following mods:
-Storytellers *2 (to increase population size, nothing else is changed)
-RimFridge (just adds a 'fridge' item you can refrigirate foodstuffs in, not essential. Fridges can be deconstructed and then mod can be removed))
-Industrial rollers (to automate growing-zone hauling and cooking, essential for my colony)
-Set-up camp (not essential, only comes into play when caravaning, can be removed)
-Neutroglicerine from boomnimals for Neutroamine production (not essential, can be removed)
-Doormats (can be deconstructed and then mod can be removed)

Colony specifics:
Mountain colony with river
Almost all research is done
Done some caravanning for trading and quests
Got a thriving animal population including a Thrumbo
30000+ silver
One colonist (with previously severe brain damage) is on Luciferum (and currently 'cured').

Yes, that would be very helpful! I sent a PM.