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About storm6436

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  1. Rimworld?

    I get it and was well aware. By industry standards, the "final" version of the game is essentially straddling alpha/beta level in terms of content and feature completion. And it's not that I dislike the dev or believe I'm magically entitled to anything, you get what you get and I knew that going in... But in comparison, I use maybe 6 mods for ONI, small stuff mostly like the geyser calculator because I'm lazy and don't feel like calculating every geyser by hand. Long bridges (jump 2 squares instead of 1) is pretty much not optional for some of the stuff I build. Rimworld though? I'm fairly certain I'm running 40+ mods, to include a mod for handling mods. Even the mod system needs a little more TLC. Something like KSP's modloader patch system, where modders can specify "Always load after/before X" would be invaluable for mod compatibility. Doesn't exist. RIMUI is so stupid handy for quick data display. Same with the tab reworks or additions for animals, work, and research. 1-4 priority system is simply too limited if you're not breaking it down by job subtype (which makes sense why you wouldn't, given how many there are)... Stuff like Colony manager makes sense why it isn't part of the core game, the periodic performance hit is ugly, though stuff like that should be puntable to separate threads (and I get the impression there's not a lot of multi-theading going on.) Then there's the graphics overall mods I use, one of which exposes the settings that are there in the base game but not displayed. And then you have the mods that extend or replace entire systems, like Hospitality. The base faction system is stupid primitive and very limited. It makes sense why anything dealing with kids wasn't core, but some mods like Fertile fields (farming), wall lights, skylights, etc. fill in a ton of gaps that are extremely frustrating. "You have two options" is pretty much the rule for almost everything, hence the 8-9 "Vanilla Extended X" mods I run. There are a number of gaps in terms of itemization for buildings that are nigh maddening, especially on the production side where without some sort of increased efficiency the number of colonists you need for a viable colony skyrockets (In ONI terms, imagine if the metal refinery was never implmented and all you ever had were two rock crushers, one that worked half as well, and the current one)... Beyond that, I'd love for there to be an in-game encyclopedia to look up stats for gear/buildings like there is in ONI, but... not implemented. Wouldn't be hard to implement either. Similarly, it'd be nice to have a better display to compare stats on armor gear on the ground vs what your guy has equipped, or a better visual display of what slots it uses so you know if you can equip it at all with your current gear. In the end, the base game's been out, what, a year? Only bugfixes. Shuffling all this onto modders is acceptable to an extent... but given modders are not dependable sources, well, when 3/4 of your content is via mods, most of which are remediating major shortfalls, that's not good. Otherwise, I agree with the back half of your post. I usually aim for cougars/panthers as combat capable pets, given their all-round utility (decent HP/DPS, fast movement for chasing down runners and their ability to haul when not in combat.) Generally prefer elephants for cargo animals, but muffalo are my next choice after them. As for food animals, only ones that seem worth the effort are chickens, but I could be wrong on any of the above.
  2. Rimworld?

    I recently bought a copy of Rimworld... I'd have to check, but I figure I have 80-100 hours on it now. It's been correctly stated that the game has elements of Factorio and ONI, yet is its own beast. Sadly, the base game is, much as you said, not very deep in many regards, while being much deeper in the than either "source" game in others. Honestly, it makes me a little sad to see a lot of promise withering on the vine. Mods in ONI are largely optional, more QOL related bits, but mods for Rimworld are almost non-negotiable... Rimworld's base game literally embodies the 80/20 principle for every feature, where 80% of completion, the easy stuff, was good enough and they've ignored the remaining 20%, the hard stuff. As a result, almost every feature feels hollow or stunted. This is true of everything from the UI (missing multiple tools that make playing so much easier and layouts that would be placeholders in a more polished game), content (limited materials, building types, weapons, etc) and mechanics (too many to list.) With ONI, I'd say "Play the game to figure out what annoys you, then poke through the workahop to find what addresses that (long piping!) but for Rimworld, play the base game long enough to figure out the baseline mechanics, then google "best rimworld mods" and find a list of indispensibles... and start grabbing." ONI is a few feet wide and 6-12 inches deep, base rimworld is a half mile across, but less than an inch the whole way. It you want, when I get back home and finish setting up my new system (went from an FX-9590/R9 Nano to a 3950x/5700 XT), I'll pull my list of mods and post recommendations.
  3. My head-canon for the 90F/50C buff is more that gold is one of the best conductors of both heat and electricity and that heat transfer is a function of the relative temperature value between the source and the target body. In that light, I see it as more of a gamification of that increased heat transfer capability.
  4. [Game Update] - 383949

    Yeah, wouldn't want to lose those... I mean, it's bad enough Meep hit the fan... losing the non-attached bits is just disrespectful.
  5. Yeah, you can do n sources->Destination and source ->n destinations... so: s->d good d<-s good Similarly: s->s->d and d<-s<-s good s->d<-s and d<-s->d good but: s->d<->s->d as you have on that segment, not so much. I imagine the pipe algorithm starts its mapping from each source, but get's hung in a conflict between the two sources when it computes the overflow mechanic on the left destinaton, which is why it won't flow past.
  6. [Game Update] - 372041

    I'll need to load up when I can to see how much this addresses my experience with the performance optimization patch immediately preceding this one. User experience feedback for previous patch: Context: Cycle 450ish, 90%+ map revealed, 19 dupes Computer = potato, er, great for 5-6 years ago: AMD FX-9590, 32 GB DDR3, ATI R9 NANO, 1 TB Samsung Evo SSD -- No overclocking Good News(TM): Average framerate ~18-21 fps -> ~29-30 fps Bad News(TM): While average framerate increased quite a bit, it introduced a fair amount of semi-periodic frame jerking. Haven't quite figured out the x+/-y yet so I'm wondering if it's something like shuffled garbage collection or maybe a complication from the streaming optimizations. The stutters aren't super bad, just irritating. There is maybe a tenth to a quarter second jerk every 5-15ish seconds. Sorry, I'd be more specific but I didn't get to fiddle with it long for much the same reason I haven't been able to check the current patch out yet. I'm not a "(Max_FPS -1) !? OMG!" 15-20 fps was perfectly acceptable and I'm ecstatic at getting 30 on late stage colony.
  7. Will confirm, bug is present in current build (LU 366134.) On my system it's about 300MB of memory per game load. Discovered because I missed Carnivore by 5k and went back to save scum Worth noting I monitored memory allocation for a few minutes afterwards and it did not return to normal, so this is a de-allocation failure/leak provided the GC routine is supposed to fire less than every 2-3 minutes. Situation is unchanged whether paused or time running.
  8. [Game Update] - 348980

    Yeah, it's a crash o matic now. I can't even get through a single cycle doing an expansion of my O2 distribution network to accomodate a new exosuit dock area.
  9. Using a shower evaporates my base...

    Including this comment because it might expand the scope of available codebase the bug could be hiding in. I had something similar happen yesterday, but it wasn't a shower. Truth be told, I'm not sure what it was as I was lucky to have seen it happen at all. Was scrolling past my water treatment/power plant when out of nowhere it blew up much like your bathroom did. Had just enough time to go "What the ****" before it punted me straight to desktop. Here's the thing though, the region where the unplanned rapid disassembly started? No pumps or liquid fixtures... just deodorizers and newly installed nat-gas vent piping.
  10. [Game Update] - 272945

    Done. The earliest one I'm not 100% certain is from before the update, but I'm including it because the .exe version I extracted (via Visual Studio) is the same. SimDLL_CRASH_preview_272945_20180612-16.34.25.dmp SimDLL_CRASH_preview_272945_20180612-17.06.54.dmp SimDLL_CRASH_preview_272945_20180612-17.57.07.dmp SimDLL_CRASH_preview_272643_20180612-16.26.34.dmp
  11. [Game Update] - 272945

    So, post update my game is... maybe on average once every 30 minutes or so either going "sound skip -> not responding" or "sound skip"-> Desktop. I haven't been able to isolate any causes, it just seems random.
  12. [Game Update] - 261394

    Any chance we could get the specific heat capacity and thermal conductivity numbers added to the in-game database?