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I really wanna play again for the first time in like half a year but I think about how the reason I stopped in the first place was cascading mod errors and how I'd need to either start from scratch or go through all like 300 of the fucks and I just ![]()
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# ? Jun 18, 2024 15:22 |
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I mean, the solution was just mentioned at the bottom of the last page
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It's not a super cure all though, there's still issues. It just removes a lot of them ![]()
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![]() I miss the sun you guys
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And you call yourself a goon
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![]() So a traitor showed up and it was really obvious because they just joined up on their own while I have like fifteen colonists. They betrayed us in the middle of the night by setting their own bed on fire, fighting my security officer on the burning bed, then catching on fire themselves ![]()
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QuarkJets posted:Having said that, Vanilla Expanded does keep releasing new cool looking poo poo, the latest one is a Lycanthrope xenotype. There's some meme bullshit in there like a gene that triggers your morph randomly but overall seems like a good pack of stuff Makes me miss the Rims of Madness suite of mods: It had the lovecraftian poo poo, cults, victorian/steampunk stuff for aesthetics, the original bones mod, and then WoD-inspired vampires, werewolves, and a mod that added Giant Spiders
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I played with that mod collection and remember it having a lot of OP stuff in it. Which was sorta balanced out by stuff like rain and fog events that drove your pawns insane or rapidly aged
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"I would like to have some old fashioned Napoleonic cannons in my base, is there a mod for that" "Vanilla Expanded has you covered, but they come with Warhammer 40k dreadnoughts, a mercenary hiring system, and bodysuits that turn sweat into rum."
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QuarkJets posted:and bodysuits that turn sweat into rum." real talk though wtf was that about
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Danaru posted:real talk though wtf was that about are pirate hulks not entitled to the sweat of their labor
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Archenteron posted:Makes me miss the Rims of Madness suite of mods: It had the lovecraftian poo poo, cults, victorian/steampunk stuff for aesthetics, the original bones mod, and then WoD-inspired vampires, werewolves, and a mod that added Giant Spiders Sitting on couches made of Star Vampire leather felt pretty loving baller, ngl.
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Worshipping Bast and sacrificing captives to create Giant Guardian Panthers which you then chrome up with a pet bionics mod was also kickin rad. e: Checking my old posts, yeah once I had a Cyber-Panther get hungry while out and about, and instead of coming in for kibble, decided to just casually kill and eat the closest wildlife. It was a Megasloth ![]() Archenteron fucked around with this message at 00:49 on Dec 20, 2023 |
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The raptors in one of my dinosaur mods have additional coding that causes them to pack hunt, which means that they can and often hunt clean the map when I have enough tame ones.
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Having T-rexes and the "Hunt for me" mod is pretty fun. Just have giant dinosaurs roam the map murdering everything on it and bringing it neatly into your fridge.
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Archenteron posted:Worshipping Bast and sacrificing captives to create Giant Guardian Panthers which you then chrome up with a pet bionics mod was also kickin rad. Oh yeah haha I remember having a couple of those at one point, they absolutely shredded face even without chrome, send them to see a ripperdoc and I think you'd need an MBT to stop them. So after spending all my free time today sorting out my mod options and actually starting a game, I gotta say regardless of other problems with VE I am immediately in love with Tribals. I almost always run tribal starts because I am a pervert who loves to start with nothing and claw my way up through the tech tree (Caveman 2 Cosmos my beloved) and oh BOY does this cater to that. One of the problems with tribal starts in modded games was always that mods would often start you out being able to build poo poo but VFE Tribals seems to have gone through and prevented the great majority of that. We know how to build fires and draw on the ground. That's pretty much it, we have a wooden club one of my guys was carrying at the start and we aren't smart enough to dig a hole in the ground to poo poo in. It rules completely.
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Coming up on two years of the long night, I don't think it's coming back ![]()
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It's fine, just embrace being lord of the darkness and build a bunch of skullspikes and gothic architecture. ![]()
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It's just like having a mountain base, except mortars can still hit you.
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Thankfully I already had a mountain base, and the lack of sun didn't harm my mushroom production ![]() My colony went from a nice colony to an rear end in a top hat colony, and is veering back into nice territory because I crashed the organ market and they're barely worth the effort of setting up harvesting operations ![]()
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Ms Adequate posted:Oh yeah haha I remember having a couple of those at one point, they absolutely shredded face even without chrome, send them to see a ripperdoc and I think you'd need an MBT to stop them. I just started a similar one (using No Starting Research instead of VFE Tribals) but for extra fun added Semi Random Research which only allows you to pick from three random unlocked research options each time you finish a research. I have made it to electricity but stil have not learned how to make beds
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I do like the early parts of the tribal runs where its just your handful of loinclothed primitive colonists grubbing around in the dirt and trying to accumulate enough pemmican and wood fuel before the brutal winters. It's kind of a chill experience. And then a random drop pod drops like an assault rifle into their midst and suddenly it's like the monolith scene from 2001: A Space Odyssey
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https://www.youtube.com/watch?v=3e-IMCcWdcM
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Does anyone have any advice on how to easily import my mod list from PC to my steam deck? Are mod lists synched?
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Anticheese posted:Does anyone have any advice on how to easily import my mod list from PC to my steam deck? Are mod lists synched? No but saved games are so just make a save game with the mod list you want, load it on the steam deck, and load the mod list when you load the saved game the first time.
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That'll set which mods are loaded, but not set all your mod options. You might want to grab your config files, that vary depending on what OS your other rimworld install is. On Linux it's $HOME/.config/unity3d/Ludeon Studios/RimWorld by Ludeon Studios/ And I think on windows it's %USERPROFILE%\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\
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Having the most bummer of a problem where my current colony is becoming an absolute chore to play because it normally runs at 200+ tps on 3x but is starting to randomly dip into <50 tps for 30+ seconds at a time before shooting back up. I can't pinpoint any particular culprits with dub's performance analyzer or rocketman so it's tremendously frustrating. It doesn't even seem to be related to the activity on the map, since sometimes it'll dip hard when gently caress all is happening. I've done all the usual housecleaning stuff like getting rid of all my pen animals and burning/butchering all idle corpses but it hasn't helped. Kanos fucked around with this message at 23:09 on Dec 21, 2023 |
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If it's not directly pawn-related then my best guess would be some sort mod of work type conflict due to one or more relatelee mods. For example I had a similar issue a while back where anyone or anything that did anything that called for drilling speed or whatever caused the TPS to drop by 150-200 which popped back to normal when they stopped. It fits the symptoms too of it coming and going (since the work type isn't being done constantly) and being very noticable when it does. Granted the trick is figuring out which work type it is so you can strip out the related mods, and it might not be due to that at all, but hey that's the best I got. ![]()
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Nothing going on in the log? It might be popping yellow messages that might pinpoint the issue without popping the log up. Other than that when you hit a spike, try checking all your pawns and see if any of them are performing the action "Standing", it means they're trying to perform a job that can't be done somehow, and usually they'll try to do that job once per tick which fucks poo poo up entirely. If you futz with the work tab you should be able to narrow down which job it is and go from there
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Danaru posted:Nothing going on in the log? It might be popping yellow messages that might pinpoint the issue without popping the log up. There are other weird interactions that can generate inordinate amounts of lag, like if you have animals flagged to be tamed, but the animal handler can't reach the appropriate food stockpile, whenever the pawn looks for their next job on the priority list they cycle through potentially dozens of Tame jobs. Each job runs a pathfinding check to see if the creature is reachable first, before searching the map for food (which fails and cancels the job) and then move on to the next job which also fails. So you get intermittent lag spikes, sometimes chugging every second and sometimes it runs smoothly for a while before returning to slideshow.
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Yeah generally I have found that kind of issue arises when a pawn is trying to find something, can't, and it fires off 20 million attempts per nanosecond
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Bit of weird behaviour with Vehicles Expanded, I sent out a truck full of materials to build a road as well as survival meals and bedrolls, but only the driver and passenger would actually eat and sleep while the other four that walked just let their bars zero out ![]() ![]() E: Also I forgot one of the road workers was pregnant and she dumped out shortly after coming back, I don't really want to deal with it but stuffing it in a growth pod is easier than firing it into the tundra with a bottle of vodka. I swear to god I'm going to start handing out vasectomies with the bionic limb onboarding package new recruits get Danaru fucked around with this message at 12:23 on Dec 23, 2023 |
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Kanos posted:Having the most bummer of a problem where my current colony is becoming an absolute chore to play because it normally runs at 200+ tps on 3x but is starting to randomly dip into <50 tps for 30+ seconds at a time before shooting back up. I can't pinpoint any particular culprits with dub's performance analyzer or rocketman so it's tremendously frustrating. It doesn't even seem to be related to the activity on the map, since sometimes it'll dip hard when gently caress all is happening. I had a similar problem. No errors red or yellow, and nothing suspect in the log. Turns out I had used some super OP crop fertilizer that was giving incredible growth tics. Once I got rid of that everything worked fine. The morale of the story is I think you either have a job in overdrive or stalled out.
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Does anyone play Rimworld console version? I have put 9 hours into the PS5 version so far (after 1,000+ steam hours + the pre-steam era) and it's a really good port. It took me a bit of time to get used to how everything worked and it's a bit weird going back to totally vanilla but I'm impressed at how well they ported it over. There's a lot more than just going fully vanilla that you'd have to get prepared for though, the maps are on the small size and apparently you can't create secondary colonies which is a huge setback to the game. Also, they haven't gotten the Biotech dlc yet either. But playing vanilla reminds me how angry I am that the wall light mod never got incorporated into the game. I've enjoyed it and am pretty impressed at how well they incorporated the complexity of the menu system in the game into a playable version with a controller. Hopefully, it got more people into the game to experience it.
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Danaru posted:Bit of weird behaviour with Vehicles Expanded, I sent out a truck full of materials to build a road as well as survival meals and bedrolls, but only the driver and passenger would actually eat and sleep while the other four that walked just let their bars zero out This is a known bug, and it's been infuriating in a Medieval Overhaul run that relies heavily on ships. That said - PSA: Vehicles Framework just updated, and it's a big patch that fixes a lot of annoying issues. If you're doing a Vehicles run, update now. I'm not sure if the patch actually fixed the issue Danaru mentioned, but it does correct some extremely annoying ones like mixing up the inventories of pawns and vehicles during a caravan.
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Kestral posted:This is a known bug, and it's been infuriating in a Medieval Overhaul run that relies heavily on ships. That said - Ah thanks for this info! Have just unlocked the unfathomable clarketech that is wheelbarrows and chariots and crap for my tribals* so I'll sort out the update before I actually build any more stuff. * We also learned how to dig a hole in the ground to poo poo in! Year 6500 tech in the year 5500.
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Ms Adequate posted:Ah thanks for this info! Have just unlocked the unfathomable clarketech that is wheelbarrows and chariots and crap for my tribals* so I'll sort out the update before I actually build any more stuff. Give us a trip report on the chariots when you use them in battle, this could be extremely relevant to my interests. Also just as a heads-up, the new pathfinding they implemented seems to... I'm not exactly sure, take a while to warm up? I started up a devmode game to test out some of the changes they mentioned, and first my vehicles simply refused to move. Took a while for me to realize that they eventually would move, but only after the game had been running for a minute or two. Now, I'm fairly confident this is a Me Issue that represents some incompatibility with my horrifying mod list, otherwise the steam page would be absolutely crawling with people complaining about this, but it's definitely something to be aware of.
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Kestral posted:Give us a trip report on the chariots when you use them in battle, this could be extremely relevant to my interests. I've noticed this too, I generally only see it on mission site maps since I don't move vehicles around much otherwise, but sometimes it takes a good five seconds to get the trucks moving. Between Rocketman and Performancefish I imagine it's all the pathfinding changes I've got going. Speaking of which, I think this colony is the biggest I've had, with more pawns than I usually play with as well as visitors coming in to buy my cocaine, I still have yet to go below 200 TPS and every once in a while it goes above 300 and feels like when you're cutting paper and it starts gliding. Usually I would have quit playing due to lag long before now. E: Thinking about how to fight the Apocriton threat to farm more chips without having the Diabolus...es that show up melt my damned turret wall again, and realized I can just get them in melee to interrupt their big rear end gun ![]() Danaru fucked around with this message at 13:11 on Dec 24, 2023 |
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If you’re going heavy into robots the Tunneler counters the Diabolus pretty hard. Tanky enough to last in melee but also a robot so immune to their anti-melee fire burst.
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# ? Jun 18, 2024 15:22 |
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There are a bunch of ways to gently caress with the Diabolus if you have Royalty. Tons of versatility with the new equipment, and then you have psycasts.
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