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Messages - Blas88

Quote from: TryB4Buy on December 28, 2017, 04:04:10 PM
I had a problem with a small content mod and removed it after removing all instances of the content that it adds. However Multitick counts constantly increasing errors saying

Multitick mod can be safely add to or remove from an existing save.
The "DoSingleTick" method is just what makes the game move so you will see that line in every error report.
In your case it looks like one of the background pawn wearing an item or having a weapon or having an item in inventory that was part of the extra content and the game cant calculate it.
(you can turn off the auto-open on the error report if the windows bothers you.)
Quote from: Sungperman on December 28, 2017, 06:12:27 AM
Any reason why you removed this from steam?
It was a misunderstanding
Quote from: ivanld on November 21, 2017, 07:00:57 PM
any news on Make War not Love for B18?
Updated Make War not Love for B18, and changed its description too.
Quote from: Mst on December 07, 2017, 01:39:38 PM
QuoteNot compatible with mods that load asset with the TickLong method.

Can somebody please give an example of such mods or give a general explanation of what it is? I have no idea what it means.

I dont know exact mod, but its possible that a mod that adds new plants graphics to the game uses the same method as me, and need to do a compatibility patch.
Quote from: kolto on December 10, 2017, 04:22:16 AM
Should these mods be loaded at the beginning of the modlist, right after Core?
Order probably doesnt matter. (if conflicting with a mod, then probably need to make a patch anyway)
But the best to put it at the bottom of the list.
Fixed the MultiThread mod's all known bug. ( like ghost filth, pathing errors, random anomalies etc.) Performance wise it should be between vanilla and the buggy version. Any feedback appreciated about performance, since i cant really test it on my PC.  ;D
As i see, he uses the same approach as me. Yes, every job can be put on different threads, but need to think about the overhead and development time from doing so. (also need to think about that the game still constantly changing.) I started with the slowest job which is the plant growing.
Quote from: kolto on November 28, 2017, 06:13:57 AM
A question about the Idle Fix:
Does it increase the check surroundings (thats what I read from the description) or does it completely remove it?

When a pawn (human, animal, mech) goes through the possible jobs, the last one is the Idle_wait. When they do this job they search their surroundings for hostile target/fire every 4th frame. (to do this they, search the list with every in-game object which is costly) Normally they get firefighting job or attack job before they could enter the Idle job. I remove this check for the non-drafted colonists (drafted ones need the Idle firefighting in their surrounding) and for the animals. The only function that is lost by this remove is the untrained colony animals ability to attack adjacent hostile target while standing Idle. (if they get attacked they get an attack job too so they just cant start the fight. The trained animals get attack jobs while their master is drafted anyway. Neutral animals enter manhunter job when they turn hostile so they can always attack.)
Updated the Rot Tick Fix mod. It became a major performance increase in B18.  :)
Quote from: Fluffy (l2032) on November 25, 2017, 09:54:28 AM
Would you mind making the source code for all your mods available?

Especially the multithreaded plant ticking is a big accomplishment, and having something like that open source would enable others to build upon it, or learn from it to apply to other areas. In addition, it would help other modders to isolate potential issues, and help make the mod even better.

Sure, i will upload them. But i will take a little more time with the Multithread mod before uploading, since the source is a mess now. I'm sorting out the thread syncronization errors then i make it available.  ;D
Quote from: OwenQuillion on November 23, 2017, 03:13:37 PM
Is there a legacy/A17 version of Tick Multithread?

No, and actually i should demote the Multithread mod to experimental until i sort out the thread syncronization errors.  :-\
Quote from: ivanld on November 21, 2017, 07:00:57 PM
any news on Make War not Love for B18?

The A18 version works fine on B18. (will check for any difference when i get time but im 99% sure nothing changed in social stuff)
PSA: Please anyone who downloaded the Multithread mod, redownload it again from the same link. I uploaded a wrong version that have an error that stops/slows down plantgrowing. Sorry for the inconvenience.  :'(
Updated the IdleFix mod and added Tick Multithread mod to the list. :)
Yes, animal taming still works. Animals can even bond to people.