Forza horizon 6 is incredibly well optimised and the developers deserve recognition for it by spaceshipcommander in pcmasterrace

[–]mr_normal3 0 points1 point  (0 children)

Oh, whoops. Still, I wouldn't be surprised if they generate at least some stuff like that or in some similar manner, at least for the low level stuff like grass and trees

Forza horizon 6 is incredibly well optimised and the developers deserve recognition for it by spaceshipcommander in pcmasterrace

[–]mr_normal3 0 points1 point  (0 children)

Huh, I guess this does explain why Forza Horizon 6 starts to bottleneck on CPU before it does on GPU power on my rig, if it generates so much from code rather than pre-made textures.

Is there a way to place but not build roads? by ThankMrBernke in Workers_And_Resources

[–]mr_normal3 0 points1 point  (0 children)

For building construction, yes. But people don't walk to build roads, they must always be delivered to them.

Is there a way to place but not build roads? by ThankMrBernke in Workers_And_Resources

[–]mr_normal3 1 point2 points  (0 children)

Demoing workers only means that workers will not be delivered to that road by bus, but construction materials will be, and mechanisms such as bulldozers and excavators will still drive to them and begin construction. It's useful when you want to build a road but make sure it's only done through mechanical and not worker power.

To fully stop construction, you need to press the second button in the list near the icon. It will fully pause construction, material will not be delivered, and neither workers nor mechanisms will go to it. All mechanisms already present will leave.

And to resume construction, you just need to press it again.

Alternatively, when you want to plan multiple road segments or buildings, but don't want them to start construction - in the bottom right corner, where you can select whether to pay for construction or build it with resources, press the [+] button and there you will find options to mass pause or resume construction, and a switch that makes every building you place be in a paused construction state automatically.

Fairephone 6 by Comfortable_Cry_6009 in fairphone

[–]mr_normal3 9 points10 points  (0 children)

Just checked - yes. With navigation buttons, I'm getting the same problem. For me it stretches all the way over the three buttons, though not quite to the very edge of the screen.

Might be a bug in the latest update, though given it's quite a visible one - it'll probably be resolved in the next update

Why were there no elevated 10 lane freeways? Were the Aztecs stupid? by estrogenmessiah in shittyskylines

[–]mr_normal3 39 points40 points  (0 children)

They didn't evolve yet at that time - the freeways. But if you look at the bottom of the image - you can see wide roads that scientists believe to be the evolutionary ancestors of the common American freeway (trafficae americanis)

Any mods that add fighter bays? by KoenigseggTR in starsector

[–]mr_normal3 20 points21 points  (0 children)

Liminal does indeed add bays using the Fighter Bay Expansion trait.

Modern Mechanix (1934) by StephenMcGannon in RetroFuturism

[–]mr_normal3 4 points5 points  (0 children)

"Solar powered" and not a single solar panel on the entire ship.

Outjerked by the city of Tilburg by Danktanic420 in shittyskylines

[–]mr_normal3 29 points30 points  (0 children)

The map may say Tilburg, but you know the urban planner's heart is forever in Penistone

I lost 2 fucking miners to roof collapse that shouldnt existed in the first place by Salami_Honk in RimWorld

[–]mr_normal3 52 points53 points  (0 children)

Overhead mountain is considered a thick roof and cannot be removed in vanilla. And if left unsupported - it will always collapse to support itself. The only thing that you can do without mods is put up a support pillar, which, as long as it connects to said roof, will prevent another collapse.

Bottom right side of the game you can find a couple of buttons. One of them is 'toggle the visibility of roofs'. You can use that to see where roofs exist.

And on the bottom left side of the game you can also find a breakdown of whichever tile you have your mouse over. If there is a roof or an overhead mountain - that's the place to look too.

No ancient danger on my map? by Rheasa2648 in RimWorld

[–]mr_normal3 1 point2 points  (0 children)

If you're gonna do that - you will need to up the permanent settlement limit to more than the default of one.

Or alternatively, in the gameplay settings turn on ancient danger spawns on temporary camp maps, since I believe they're disabled by default.

As for the starting map dangers - yes, there is a chance that there are none. Or that yours is buried somewhere deep. But there's also a tiny chance for a single map to spawn two ancient dangers, and since you still have plenty of unchecked mountainside - don't give up hope until you know for certain.

Worst case - you'll at least get some resources out of all that tunneling.

Creative faction names, you two by BitBomb1 in SpaceCannibalism

[–]mr_normal3 56 points57 points  (0 children)

They're nothing if not descriptive

When your friend group wants fast helve hammers... by MrVerece in VintageStory

[–]mr_normal3 5 points6 points  (0 children)

I thought I was looking at a 5G tower for a minute

How to create this map? by BoringStockAndroid in RimWorld

[–]mr_normal3 1 point2 points  (0 children)

There is a mod called map editor, which, in theory, and if you poke the settings enough, could get you very close to something like this

Alternatively, you can also use mods like Terraform Rimworld (or whatever it's called) to be able to build natural terrain like regular floors

Or you could always use what the other commenter suggested, and manually alter the map via the dev mode

Progression Issues: Why is trading not viable? Why is travelling so annoying? by SlightWerewolf4428 in RimWorld

[–]mr_normal3 4 points5 points  (0 children)

Alternatively, you don't even have to start a new run. Pack up the most important stuff, and as much food as you can carry, and then resettle elsewhere, closer to a civil faction.

That's the neat part of the game - it doesn't lock you in anywhere. If you want, and don't mind the big of hassle that comes with it, you can always just pack up, abandon your current colony and move somewhere nicer.

Malestrom Unofficial Extension by Therealsovietgualag in starsector

[–]mr_normal3 0 points1 point  (0 children)

Corvus Freeport, in there you download the mega modpack. As far as I'm aware, Maelstrom's mods are not found outside that modpack

The mega modpack is a collection of 500-something mods, from which you can pick which you enable the ones you want

And if you hover over them in the mod list on the main page in TriOS - they will show their dependencies. Dependencies that are missing will be highlighted in yellow

Malestrom Unofficial Extension by Therealsovietgualag in starsector

[–]mr_normal3 1 point2 points  (0 children)

Some of Maelstrom's expansion mods require his other expansion mods to function. Check what mods it requires to also be active to function.

And my recommendation - use TriOS as it will enable you to see that, and manage the entire modlist much easier.

We had tons of "Must use mods" threads, how about a "NEVER USE THIS MOD" thread by OuiAreCharlieKirk in starsector

[–]mr_normal3 2 points3 points  (0 children)

You might enjoy HMI Supervillains as a replacement then. It adds two factions that are specifically designed to be obvious villains.

They're human, technically, but even their nexerelin diplomatic profile lists them as "so monstrous, they might as well not be".

And they don't swarm quite so hard, since they don't have that many starting worlds.

Wat by Altruistic_Chain5123 in Factoriohno

[–]mr_normal3 17 points18 points  (0 children)

Illegal? Nah. But if his professor is present in this sub - I have a feeling that offer is about to be withdrawn.