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Messages - Zaltys

#1
Down to about 15 minutes from 45 mins. So cut in third, definitely an improvement. Still bit on the slow side, but I use a lot of race and animal mods, so maybe that's unavoidable. According to BetterLoading, the databases/defs load very quickly now. Used to be that it spent most of the time reading defs, now it spends 90% of it on the 'finishing up' phase.

Quote from: legendary on May 20, 2019, 07:30:17 AM
This is pure insanity... 242 mods? Could you please share the list? Even HardcoreSK doesn't have so many mods. Compatibility question? OMG.
I'm currently using 261 mods myself. Seems to be pretty standard among long-time players. As for compatibility problems, a single badly-written mod can easily break the game. Just need to detect and remove the broken ones, and then 200+ mods will run fine. This is a good tool to start with.
#2
What else are they wearing?
There's plenty of older mods (some of them major ones) that forgot to update the Insulation_Cold values when converting to 1.0.

Used to be that negative values were good, but that got flipped around. So instead of protecting from cold, the apparel with old values makes pawns more susceptible to it. To the point where they can suffer from hypothermia in desert.

If you have a text editor that can search whole directories (such as Notepad++), try searching your mod directory for this string: insulation_cold>-. If you get any results, those are almost certainly broken (unless it's something that's actually intended to make pawns more vulnerable to cold).
#3
Already posted my log on page one, but now that the BetterLoading mod is out:

Noticed that it spends a large chunk of the loading time on step 'Reloading DefDatabase: RecipeDef'. That seems to be because I have a lot of race and animal mods, plus patches that inject recipes into those.

So I can imagine the 'allowed' list getting huge for each recipe. Which may be an ineffective way of handling it when most recipes are along the lines of "available for all animals" or "for all humanlikes".
#4
Ideas / Re: Your Cheapest Ideas
January 27, 2019, 10:59:15 PM
If visiting caravan members are starting to starve, the caravan should bypass the checks and depart immediately.

Like they already do if the temperature gets too high.
#5
Ideas / Re: Your Cheapest Ideas
January 12, 2019, 01:16:48 PM
Dogs should get sick from eating chocolate.
#6
Ideas / Re: Your Cheapest Ideas
December 29, 2018, 04:45:57 AM
Add a trait-filter for TalkTopicsUtility. So that we can mod it so that colonists with certain traits get extra conversation topics. Something like this:

<li>TalkTopicTraitGreedy->money</li>
<li>TalkTopicTraitTranshumanist->singularity</li>
<li>TalkTopicTraitBrawler->boxing</li>
<li>TalkTopicTraitPsychopath->making fancy hats</li>
#7
Ideas / Re: Your Cheapest Ideas
December 25, 2018, 06:33:04 AM
Add a new optional bool def for traits: <neverOnGeneration>, which disables the error message from setting the trait commonality to 0. For traits that are only added manually through incidents or other mod content, not randomly.

Currently intentionally setting the commonality to 0 yields the error "TraitDef <this.defName> has 0 commonality", which is rather annoying because it aborts the quicklaunch.
#8
Support / Re: Random raider deaths are pissing me off
December 20, 2018, 05:07:19 AM
Quote from: shentino on December 15, 2018, 10:42:32 AM
Does anyone, perhaps a developer, happen to know the default odds and/or the curves used by the storytellers?
Same for all storytellers.
Scaled value based on populationIntentFactorFromPopCurve from Storytellers.xml, modified by enemyDeathOnDownedChanceFactor from Difficulties.xml. So any colony with 20+ pawns has it at max.

27.5% to 46% in Peaceful, 41.25% to 69% in Builder, 55% to 92% in other tiers. And the way it is curved, it is already near the max at 10+ colonists.

Those numbers are, of course, completely unrealistic and clearly only done for balance reasons. Ratio of wounded:dead in real wars is usually around 6:1 (though some of the wounded die later from infection and other causes). Modern wars have been considerably less lethal than that: weapons may be better, but so is protection.
#9
Verse.Log.Message is from core. I don't see how that could be missing, unless you accidentally moved the core directory or something such.

As the first step, you should probably verify the integrity of the game files - or just uninstall and reinstall.
#10
Updated mine to verbose (previous page). And noticed this in it:
Quote
<...>
- 60ms Load language metadata.
- 5644ms Loading language data: English
- 1329ms Copy all Defs from mods to global databases.
- 9849ms Resolve cross-references between non-implied Defs.
- 204ms Rebind defs (early).
- 390ms Inject selected language data into game data (early pass).
- 1008ms Generate implied Defs (pre-resolve).
- 0ms Resolve cross-references between Defs made by the implied defs.
- 171ms Rebind DefOfs (final).
- 4099ms Other def binding, resetting and global operations (pre-resolve).
- 2055693ms Resolve references.
- 22ms Generate implied Defs (post-resolve).
- 6ms Other def binding, resetting and global operations (post-resolve).
- 4209ms Error check all defs.
- 9ms Load keyboard preferences.
- 429ms Short hash giving.

As you can see, the resolve references part is by far the slowest. There are other things that take a few minutes, but that took 34.
#11
Oh man, if I only had 20 minute load times... My modlist takes 70 minutes to load at the moment. I am running about 240 mods, though.

Recently upgraded from Windows 7 64-bit to Windows 10, and flashed the newest bios version (after not doing that in two years). Clean install on a new drive. No noticeable difference in the load time. Moving the game from HDD to SSD didn't seem to do much either.

MB: Z170 Pro Gaming
CPU: i3 6100 @ 3.70Ghz
RAM: 16 GB, DDR4
GPU: Geforce GTX 750 Ti 2Gb

Yeah, I know that the CPU/GPU are getting old. Still good for the genres that I mainly care about (RPGs, strategy).

Of the mods that I have, the ones that take noticeably long to load are the race mods, and SF Grim Reality. The latter is just a bunch of patches to the vanilla thoughts.

[attachment deleted due to age]
#12
Yep. Got the game today, haven't even got past the character creation yet. I should probably stop randomizing and actually try playing the game, but some of the results are just too amusing.



Reminds me of a sitcom. Oh, and that scientist is a Hillbilly prodigy/Medical scientist, incapable of cleaning, with fur and terrifying appearance traits.