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Messages - Riccars

#1
Quote from: BlackGyver on February 05, 2017, 04:31:42 AM
Significant improvements since I've started using this mod, but some issues remain; dead colony animals (which could probably be culled from the files if not buried somewhere); there's a lot of them still stored!

Is there also a possibility you'd look into lightening the load of idle pawns? They seem to take a lot of processing power for some reason!

Thanks again for that wonderful mod!

I saw the same issue. My meat source is 15 hens constantly laying eggs then butchering the chicks and most of my massive dead pawn list was all the chicks over less than 3 years.
#2
Ok, I'm seeing it in the logs, I guess it only trims a couple pawns at a time, I am starting to see improvement. Speed 3 is just barely feasible now and it isn't done yet.   

edit: I'm managed to get my world pawns list list and the count is 1709 and an insane number of them are all the dead chicks/hens/chickens/etc I've butchered over the years. Like 4.5 notpad pages of living colonists and the rest is dead pawns 23/25 pages being chicks/chickens. I went into the save and manually culled out all the dead pawns save for the dead colonists in their graves and saw significant improvement (count down to 281)
#3
Does world pawn do anything about pawns already in the save before the mod is enabled? I added it after my game got laggy and didn't see a performance difference or filesize difference.
#4
What the circumstances were.
Trade caravan was indoors in a very hot room (over 400+ Fahrenheit),
They were holding things such as marble statues that have 0% flammability.

What happened.
When they took damage from the extreme heat things in their possession became damaged

What you expected to happen.
Anything with 0% flammability to suffer zero damage when the person is burned

Steps we can follow to make the bug appear on our machine.
1. Put people holding 0% flammability items in room (caravan is easiest to setup)
2. have room with extreme temperatues
3. Check 0% flammability items for damage as the beholders take burn damage.


Only thing I could justify this as not a bug is maybe they drop the thing and thats where the damage really comes from.
#5
Just a thought, I think the no weapon icon should look like this.

#6
Could you dummy-proof your post by telling people they have to be logged in to see the attachment link? It took me a while to figure that out.
#7
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod
October 20, 2014, 10:18:50 PM
Can I request a future feature. I'd really like an 'Organ Harvest' surgery option. A lot of the natives that I capture I usually give up on the prospects of recruiting them so I take their lung, kidney, and then heart but I'd like to do all that in a single surgery to save meds and also be able to grab their liver, other kidney, and other lung too.