Aaah thanks guys, btw any idea what causes this? Wopsie from the mod or the base game? Also is there a way to fix the base event so it doesnt happen in future games?
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#1
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
July 09, 2016, 06:18:10 PM #2
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
July 09, 2016, 06:02:42 PM
Any idea where to find that file?
#3
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
July 09, 2016, 03:50:22 PM
Cant really the game lags to a crawl
#4
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
July 09, 2016, 03:45:10 PM
My game started lagging like hell and suddenly i noticed:
Samoyed horde all over my map
Theres probably around 8000 Samoyeds on my mapm any way to fix it? It lags everything
any idea to fix it? =( Also this is the only mod compilation i got enabled all else is vanilla
Samoyed horde all over my map
Theres probably around 8000 Samoyeds on my mapm any way to fix it? It lags everything
any idea to fix it? =( Also this is the only mod compilation i got enabled all else is vanilla
#5
General Discussion / Re: Why do some people have their steam keys already and others dont?
July 07, 2016, 10:31:22 AM
Ah ok thanks for the explanation =)
#6
General Discussion / Re: Why do some people have their steam keys already and others dont?
July 07, 2016, 05:38:55 AM
But some people got them already
#7
General Discussion / Why do some people have their steam keys already and others dont?
July 07, 2016, 05:03:39 AM
Just wondering I bought the game before the date he said and still havent received the key but some people appear to have done so already
#8
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.2e: Vengeance (08/10/15)
October 28, 2015, 02:10:12 PM
Do you guys start getting horrible lag with a big map when a toxic fallout happens? Is it because a lot of animals are getting sick at the same time? it seems to come in pulses, like small freezes.
getting these errors at the start of the game:
turning off the mending table seems to have fixed it the lag spikes.
getting these errors at the start of the game:
turning off the mending table seems to have fixed it the lag spikes.
#9
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.2e: Vengeance (08/10/15)
October 18, 2015, 05:04:43 PMQuote from: DNK on October 18, 2015, 11:45:09 AMQuote from: Encadi on October 17, 2015, 04:55:09 PMAgreed, economy is broken. It's put me off from playing any further for now. Also ridiculous conversion ratios... 40 steel bars for 6 steel parts? Where'd the rest of the metal go, did it disintegrate into the air? And for some reason we need spare parts to make steel parts, even though every construction that requires steel parts also requires spare parts again?
Is it me or mod economy is completly and utterly fucked?
You need spare parts for everything
You need melt metals to craft spare parts
You need spare parts to craft a melter also alot other non basic mats
If you run out of spare parts before u make a smelter you are screwed sicne you cant trade for them or do anything, why is a trade beacon even needed for land trade?
Anyway can we fix and be smart about game economy please?
Just tedious micro.
Also the tech info needs an overhaul since it's so opaque right now. Why can't you just say exactly what each tech opens up? Since this isn't a Civ-like tech tree where they have little icons with mouse-over popups, you really need to write it all out. I quickly grew tired of stumbling through the tech tree to figure out what opened up what techs, and then just to find once I built the workbench that it required yet further techs/items I didn't have.
I'm waiting for a far more refined mod version before playing any more. I'm just not masochistic enough for this right now, nor do I have the time to wade through the lack of easily accessible information. I like a lot of the content, but there's just so many rough edges.
Agreed, economy revamp should be top priority for the mod people atm its completly bonkers and has to many dead ends.
#10
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.2e: Vengeance (08/10/15)
October 18, 2015, 06:20:41 AM
How do you first get electronic components for the first research bench?
#11
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.2e: Vengeance (08/10/15)
October 17, 2015, 04:55:09 PM
Is it me or mod economy is completly and utterly fucked?
You need spare parts for everything
You need melt metals to craft spare parts
You need spare parts to craft a melter also alot other non basic mats
If you run out of spare parts before u make a smelter you are screwed sicne you cant trade for them or do anything, why is a trade beacon even needed for land trade?
Anyway can we fix and be smart about game economy please?
You need spare parts for everything
You need melt metals to craft spare parts
You need spare parts to craft a melter also alot other non basic mats
If you run out of spare parts before u make a smelter you are screwed sicne you cant trade for them or do anything, why is a trade beacon even needed for land trade?
Anyway can we fix and be smart about game economy please?
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