RimWorld Typical Tuesday Suggestion Thread -- May 08, 2018


Typical Tuesday Suggestion Thread -- May 08, 2018

Posted: 08 May 2018 01:12 AM PDT

Please use this thread as a week-to-week suggestions box for Tynan, the /r/RimWorld mods, and game modders. Post whatever you feel would improve your RimWorld experience, but keep it civil! Before you post, please take a glance at the release notes and see if what you're suggesting has already been implemented. I am a bot, so I can't make jokes. If you'd like a Typical Tuesday joke, or if there are any problems with this post, please message the moderators of the subreddit.

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When a Muffalo migration appears on your borders

Posted: 07 May 2018 02:27 PM PDT

They Just Can't Be Left by Themselves for Very Long (RimWorld Comics)

Posted: 07 May 2018 07:22 AM PDT

i sketched a thing

Posted: 07 May 2018 10:05 PM PDT

Some Fanart- Eliminating An Ancient Danger

Posted: 07 May 2018 11:50 PM PDT

How to spot a RimWorld Veteran:

Posted: 07 May 2018 03:05 AM PDT

The Morbid Efficiency Olympics:

Posted: 07 May 2018 11:10 PM PDT

Defensible space: is YOUR colony protected from wildfire?

Posted: 07 May 2018 08:57 PM PDT

Boomrat taming

Posted: 07 May 2018 04:18 PM PDT

Mink threw a tantrum. It was short.

Posted: 07 May 2018 09:02 PM PDT

"I'm not locked in here with you, you're locked in here with me!"

Posted: 07 May 2018 07:48 PM PDT

RimTogether Update #0

Posted: 07 May 2018 06:43 AM PDT

Yo.

As many people probably didn't take any of my other posts seriously (lol). Here is the first/zeroth update that I'll try and keep fairly regularly, hopefully they'll provide good feedback, reorganisation of priorities and help establish paths forward.

If there's no update within a few weeks an out of the blue comment should get my attention. Thanks /u/IntrovertedIntrovert

 

So. Here we go.

I actually wrote this 2 weeks ago so I'll tag the things that have been updated old and new. (<an update>)

 

     The Good

  • (Fixed) A Job starting exception has been solved/"figured out", as in I now know why it was happening.

  • The network library can handle a fair amount of traffic.

  • While multithreading might not be needed, the network points create a good area to create a thread pool to offload any packet processing. Muh fps... Not the game, just the mod.

  • Blueprints/frames/buildingModules are actually assigned/owned by faction. This solves a problem of people just deconstructing or cancelling another players buildings, instead you have to break/burn and pillage your way in.

  • (Update) Job Packet Serialisation/Deserialisation streamlining.

  • (Update) Fix minor logic bugs

  • (Update) Started/decided on an method for state sync. Gif #1 shows the start and ending of jobs is handled even when one client is running at 2x speed while the other is not.

  • Currently no forseeable roadblocks. But then again it's the unknown ones that cause the problems...

  • Fixed a hilarious bug where the game would hard crash. Wait...

 

     The Bad

  • (Fixed) Certain Jobs don't start, mainly because their start arguments are apparently wrong. Strange stuff as the previous exception doesn't fire.

  • (Shown in Gif #1) Due to the nature of the game, a Remote Pawns pathing can be different if their starting position is slightly de-synced, while this doesn't provide much of a problem for simpler tasks i.e. just wandering about, it causes problems when a "complex" or multi step Job is allocated.

  • Apparently weather is actually randomly generated to some degree. Balls.

  • (Thought i fixed but apparently not) Pawns on initial client connect can spawn outside the map as I'm currently just using a random placement for testing.

  • Can't attach a debugger and I still suck at using a video editor. :(

 

     The Ugly

  • While the network library can handle quite a bit, there possibly may be a data throughput problem.

  • Uncertainty of Client side data handling queuing/pooling. The packet handler is turning out to be doing a lot more work that previously thought.

  • Not altering core/source code in the interest of mod compatibility makes things a little more tricky.

  • (Branching out into optimised packets) Job Packets for complex jobs are relatively large. Need to cull.

  • (State sync may get a little messy in handling) May have to babysit the job handling on more complex jobs.

 

Gif #1; An explicit example of State Sync

You'll notice the other pawns movements are mismatched due to the time speed difference used to prove the sync works :)

 

Cheers.

submitted by /u/Alex7_RT
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This chinchilla was riding in style in his caravan. Anyone see this before or others like it??

Posted: 07 May 2018 02:41 PM PDT

Must....resist.....urge.

Posted: 07 May 2018 03:22 PM PDT

I guess true love isn't enough to convince a prisoner to join.

Posted: 07 May 2018 08:01 PM PDT

This seems like a bit of an oversight to me.

Posted: 07 May 2018 08:56 PM PDT

What happened to the Dojutsu mod?

Posted: 08 May 2018 01:19 AM PDT

I went to load up my save earlier and it notified me the modlist had changed despite not having edited it myself. After comparing the two lists of nearly a hundred mods I realized it was Dojutsu that was missing - and when I went to check the workshop page I couldn't find it, and it seemed to have disappeared. I also couldn't find anything on the forums or this sub, and I was wondering if anyone knows what happened to the mod.

submitted by /u/biodude53
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*Facepalms*

Posted: 07 May 2018 10:42 PM PDT

Iguanas have been entirely dusted.

Posted: 07 May 2018 06:38 PM PDT

The lord is testing me...

Posted: 07 May 2018 09:33 PM PDT

Caravan madness

Posted: 07 May 2018 12:43 PM PDT

A convenient panther saved my cat

Posted: 08 May 2018 12:54 AM PDT

oops.. well, um.. Is there such thing as a lung replacement in this game? Fella was facing off against a centipede 1V1... He won, but lost a lung in the process. Can you replace a lung? I forget.

Posted: 07 May 2018 08:58 PM PDT

Confession Time: God Mode Abuse

Posted: 08 May 2018 12:41 AM PDT

Ever since I've discovered god mode it's been hard to resist the urge to pause the game and layout foundations for my colony. I love building and setting up rooms the way I want them too without having a resource cap. I've set personal rules i.e. mainly use granite blocks and wood for base building. I don't go mega crazy and drop alpha poly walls. I started off using god mode for mining. If you don't have the right pawns mining can waste hours for the tiniest of progress. Does anyone else have the urge?

submitted by /u/heyarnold_224
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Finally found gold for Multi analyzer. After researching actually everything else possible

Posted: 07 May 2018 07:33 PM PDT

Wish me luck...

Posted: 07 May 2018 11:48 PM PDT

After playing primarily on 'easy mode' in temperate forests and using the permadeath mode with rough difficulty to give just a little challenge while allowing 'pretty' bases and not forcing me to prioritizetoo much, i think it's time to go for a harder run...

Hence i just started my first ever tribal start, first ever game with Medieval times, RimCuisine and CE, on the first selected tile (got flat tundra with both river and road, so lucky me...), went up to intense difficulty, set there to be 30 odd factions, most hostile and of all tech levels, and allowed myself to reroll only one pawn... while it's no Rand Extreme ice sheet, should be a heck of a step up. Now to watch it all burn down while i flounder in the learning curve.

submitted by /u/Vonskyme
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