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Messages - Meitana

#1
It's not deleting the dumping stockpile that does it: it's removing the permissions to have corpses in a stockpile (which, if you've got a dumping stockpile set to allow rotting corpses, will solve the issue).

For me, the flickering persisted even when I deleted my dumping stockpile; only when I deleted both that and my fridge stockpile zone did the flickering cease. Re-adding the fridge zone with all the prior permissions started the flickering; disallowing all corpses solved the issue, but allowing even one type of corpse back in resumed the flickering.
#2
Mine was only resolved by deleting both my dumping stockpile and my fridge. Being that I had corpses in both stockpiles, I checked:

I can recreate a stockpile in the fridge with no issue, so long as corpses are not allowed in this area. As soon as I allow even one corpse to be there, the flickering starts again.
#3
1. What the circumstances were.

The new game update dropped and I loaded into the game. I had been playing fine earlier today before this new version was downloaded

2. What happened.

As soon as the game loaded and was unpaused, the screen started flickering between showing the game and showing a black screen multiple times a second. This was running in windowed mode, so I changed to fullscreen; the flickering still occurred. I saved the game in fullscreen settings, exited, and restarted; the flickering still occurred.

3. What you expected to happen.

The game to be running as it was earlier, with no flickering

4. Steps we can follow to make the bug appear on our machine. This part is important! We need a set of steps which we can follow to get the same results you're seeing. Ideally you'll test these steps to make sure they work from scratch.

As stated above, load into the game on the 1.3.3055 version. There is a possibility this is because of specific graphics card/driver settings, so I have attached my log file which includes this info

5. Savegame file

Attached as 'West Toentuay 1b.rar'.
#4
Great mod, I was thinking the other day about a mod like this. I had some success breeding a better than average foal in two generations though I also had some suggestions:

* Adjustments to food requirements. I imagine a higher milk/wool/egg (other non-slaughter resources) production would mean higher food needs and would balance out breeding super-producers
* Impact of inbreeding/genetic issues. Chance of negative mutations (listed on the health tab) that override the genetic percentage, as well as being passed down. Most likely an optional addition as with a small breeding pool this can cause major issues
* Intelligence and Endurance. Two additional options, intelligence can either allow for higher (or lower) training skills (e.g. from basic to intermediate to advanced) or increase/reduce the time it takes for an animal to lose a trained skill. Endurance ties in to tiredness and sleep, as well as overworld travel time