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Messages - Razorfiend

#1
Zombie mod also still seems to be bugged, no errors but massive performance drop unless you disable the virus map event via the dev menu. I got a darkness event several hours after my last zombie invasion raid and me disabling the map event, I had cleared the map of all zombies but when the darkness stuff started spawning I got a LOT of messages (40+) telling me zombies were being 'dragged into the darkness' so I suspect there were a bunch spawned offscreen which just never made it onto the map or something.
#2
Quote from: skyarkhangel on October 16, 2016, 09:32:18 AM
I'am updated on github, probably fix my raid generator. Also, new powerful Asari race abilities.. get involved, it will be fun ;)

Awesome, I'll give the update a try. Thanks for putting together this great mod-pack and keeping it up to date!
#3
Ohh, yeah I only play on max difficulty, it never even occurred to me that the difficulty may have been the cause. If that is the case it makes the initial outcome even more hilarious because it almost suggests that it is intentionally that way for an additional challenge (albeit an impossible one).
#4
Hm... sorry to hear it didn't work for you. I stopped using the crash landing start because it doesn't work alongside the prepare carefully mod, my settlers ended up dead every time. It was funny as hell the first 20 times but after that it got old and I gave up trying. I hadn't figured out how to use the dev commands properly at that point and there are probably clever ways around the insta death but I'm already invested in my current colony.

The one time the settlers actually came out of the crashed ship part (after killing the 3 spawned by prepare carefully) the game ended up having a catastrophic error, since it duplicates the settlers spawned by the prepare carefully mod and the game REALLY doesn't like that (it basically makes it so that the save files are not loadable at all although as long as you don't quit you can continue to play.)
#5
I did end up restarting a completely new game although not because of the error (my colonists ended up in a depression death spiral and I got overrun).

My fix worked for the game where the error showed up initially but I had to apply the fix before I encountered the error (loaded a save before the error occurred, I had one which was about 5 minutes away from it happening.) It is very easy to tell whether or not you have a good save because if you look at the in-game debug log during the error it is continuously counting errors (goes up to the millions+ if you leave it for long enough.) Once the error actually happens you are pretty much stuck with it as far as I can tell, I wasn't able to find any way to actually fix it at that point.

One other thing to note is you have to restart the game completely for the changes in the .xml file to actually take effect, you can't just quit to the main menu and re-load your save. Also make sure you are changing the right .xml file, it is Incidents_ThreatsBig.xml in the ...\Mods\Core_sk\Defs\IncidentDefs folder. If you've done it right the first two definitions in that file should be

<?xml version="1.0" encoding="utf-8" ?>
<Defs>

  <IncidentDef>
    <defName>RaidEnemy</defName>
    <label>enemy raid</label>
    <workerClass>IncidentWorker_RaidEnemy</workerClass>
    <baseChance>9</baseChance>
    <category>ThreatBig</category>
    <pointsScaleable>true</pointsScaleable>
  </IncidentDef>
 
   <IncidentDef>
   <defName>RaidEnemyDesperate</defName>
   <label>enemy raid</label>
   <workerClass>IncidentWorker_RaidEnemy</workerClass>
   <baseChance>0</baseChance>
   <category>ThreatBig</category>
   <pointsScaleable>true</pointsScaleable>
   </IncidentDef>

The second one is probably pointless since it is set to 0 chance, but that is the default as per this mod so I left it alone.

With regards to the second error, there are quite a few errors which happen like that. For example you will occasionally get an error where a raid is supposed to occur, but doesn't because there is no quantity of raid units that can be sent that matches the required raid size. For example, early on if the game wants to send a 35 point raid at you and picks a faction where the smallest unit is worth more than 35 points, it still tries, but the raid just doesn't come and there is a one time error.
The other error occurs when there are no units defined for a faction, it happens sometimes, for two reasons as far as I can tell, one reason is that there are really no pawns defined, the other is that they are there but can't just be sent via the regular raid spawner. An example of the second type is the abomination, if you try and send them manually it will spit out an error , however they spawn naturally via the drop pod event so they are clearly defined somewhere.
#6
Yup, that is exactly the same error that I had. You can fix it by switching up the line I mentioned in the .xml file but I still haven't figured out exactly how it impacts gameplay. I've played for several hours with the line changed and everything seems to be working fine as far as I can tell.

During the course of my game I found another performance destroying bug, although this one doesn't throw out any errors so I have no idea what is going on. If you have the zombie mod enabled after some time performance on 3x and 2x slows to a crawl, the only way to fix it is to enable dev mode and then end map condition --> zombie virus active. I tried pretty much everything else, unloading assets, killing all the zombies (and everything) on the map etc, the only way to fix it is to disable the condition. If you re-enable the condition later on via the dev menu the lag unfortunately comes back.
#7
I was getting a severe bug which destroyed performance, it had to do with

<IncidentDef>
    <defName>RaidEnemy</defName>
    <label>enemy raid</label>
    <workerClass>SK.Events.IncidentWorker_RaidEnemyFix</workerClass>
    <baseChance>9</baseChance>
    <category>ThreatBig</category>
    <pointsScaleable>true</pointsScaleable>
  </IncidentDef>

in the Core_SK Incidents_ThreatsBig.xml file (it took me a while to figure that out.) for some reason there was an issue defining factions and it was looping every tick, it happened in all my games when the first raid is set to arrive and it is strange because if I play on 1x or 2x they are fine, but 3x actually slows the game down far below 1x speed. For reference I have every mod in the modpack enabled in default order, and all the extras enabled too except for the darkness mod (which is really buggy.) I'm also using the latest version of the modpack (updated October 14th 2016).

I fixed it by replacing SK.Events.IncidentWorker_RaidEnemyFix with IncidentWorker_RaidEnemy in the .xml file, however I'm not sure what consequences this will have for actual modpack content, I'm guessing it'll be pretty bad although I've still been getting raided a lot (sometimes 2 raids at once).

Does anyone know how to fix this properly so I can replace my patchwork fix?