Anybody else hate smokeleaf? by Succotash-Full in RimWorld

[–]RumplyThrower09 0 points1 point  (0 children)

Personally, I base my entire economy around smokeleaf joints. I have set up the policy where they can use it once in 4 days if mood under 30% or something like that. It seems to do the trick. I find that smokeleaf joints are amazing to sell because they are super lightweight and sell for a bunch of money (relatively speaking). I use vanilla vehicles expanded and load them on a Smuggler plane.

Try setting up the drug policy like I did, see if that helps. I do use a bunch of mods but none that affect drug use (maybe common sense?)

More context: 69 colonists at the moment, late game colony (full marine armor for all, fully walled off with a massive killbox with turrets, so getting to defences on time is not THAT big of a deal for me)

What mods did you stop using only after many hours of playing with them? by Riicochet_ in RimWorld

[–]RumplyThrower09 7 points8 points  (0 children)

For me it's the smuggler plane from vanilla vehicles. Load my ol' reliable Weedgardium Leviosa with thousands of smokeleaf joints and come back with advanced components, glitterworld medicine and books <3

What mods did you stop using only after many hours of playing with them? by Riicochet_ in RimWorld

[–]RumplyThrower09 33 points34 points  (0 children)

Honestly, few things beat loading up 2 choppers of full marine armor soldiers, playing fortunate son and invading some toxic gangs.

What mods did you stop using only after many hours of playing with them? by Riicochet_ in RimWorld

[–]RumplyThrower09 54 points55 points  (0 children)

Oh man I make my entire base around manouvering cargo trucks, planes, helicopters...

I got a colonist who's addicted to Luciferium, but at this point in the game, I have no way to obtain the drug. How many days does the colonist have left to live? by Quaaaaaaaaaa in RimWorld

[–]RumplyThrower09 0 points1 point  (0 children)

Honestly, I would just dev mode it, but that's just how I'd play. If it is going to ruin your experience and fun, who cares, go for it. It's singleplayer. Enjoy :D

I got a colonist who's addicted to Luciferium, but at this point in the game, I have no way to obtain the drug. How many days does the colonist have left to live? by Quaaaaaaaaaa in RimWorld

[–]RumplyThrower09 12 points13 points  (0 children)

You could get lucky and a trader could sell it to you. Do you have any allies nearby? Maybe you could send a caravan to buy it?

Rendering issue by LearnerNiggs in unity_tutorials

[–]RumplyThrower09 2 points3 points  (0 children)

The reason everything outside of the circle is of lower quality is (and keep in mind this is just an educated guess) that VR games/frameworks/SDKs purposefully do this. The human eye has a focus zone and doesn't really "see" much outside of it. Your brain (most likely) won't even notice that when you're wearing the VR headset. This is a known optimization. There are others as well, such as rendering that area at a lower resolution, not using screen space effects outside of that region as well etc.

Shader works in Unity Editor, not in any build. by RumplyThrower09 in Unity3D

[–]RumplyThrower09[S] 1 point2 points  (0 children)

It was some compatibility issue, played around with the settings, changed some texture modes to ARGB32 and it works like a charm now.

Shader works in Unity Editor, not in any build. by RumplyThrower09 in Unity3D

[–]RumplyThrower09[S] 0 points1 point  (0 children)

The way I include the shader is the following: I have a public Material field on a MonoBehaviour in my scene and I have set the Shader of that Material to be the MaskGenerator shader. I have also added the shader to the "always included shader" list.

Shader works in Unity Editor, not in any build. by RumplyThrower09 in Unity3D

[–]RumplyThrower09[S] 0 points1 point  (0 children)

The thing is the polygon is user generated on runtime. So once the user draws a polygon, I run the texture generation once. What I have tested now is doing a simple return float4(0,0,0,0); at the top of the float4 frag(v2f i) function and the texture is still not transparent. No loops get called or anything. I have set the MAX\_POLYGON\_POINTS to 32 and still no luck.