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Topics - Lancefighter

#1
Unfinished / [1.0] wip Bricks and Ceramics
August 01, 2018, 02:37:21 AM
Its a really simple mod, in theory. Right now, it adds just bricks. It currently runs on Expandable Fermenting and Processing, you might need that mod for it to do anything.

Github link I am uh not very good at github..

Theres a pretty basic production chain - Chunks are turned into clay at a stonecutting table. Clay is placed in Stone Fermenting barrels errr kilns. You fuel the kilns, and a day and a half later you get bricks.

Bricks are currently the worst stone type block that exists. They have the worst beauty, value, and hp of any stone block type. They are however, much easier to make than regular stone, with the note that they take time instead of only labor, and take marginally less labor to make things out of. They are currently a nice dark red color, though probably too dark.

The purpose of this mod, honestly, is because I hate dealing with random types of stone. Its a pretty stupid reason, but I like being able to build everything out of the same type of material, so I made a lazy material that you can make out of anything.

The scope of this mod is to eventually add two more types of resources in a similar vein - I would like to add a fancy ceramic along the lines of porcelain, purely for the purpose of being pretty, and I would like to add some fantasy steel/plas-ceramic composite to make stuffed armor out of.

Im interested in comments about balance, intended scope, ideas about better implementation, basically any feedback. So far, the only thing I have done with it is make sure it doesnt explode the game. It runs, the basic resource chain works, and thats about as far as Ive gotten.

Known bugs - the kilns dont seem to consume fuel. Not sure whats up with that, but I am pretty sure I told them to. The kilns also look a bit darker than I intended, but thats probably just because I dont have a real sprite for them. Kibble-clay also doesnt look quite as good as I wanted it to, but that might be my fault somehow.
#2
So, due to some mod incompatibilities between Better Pawn Creation and.. Presumably any mod that adds more backstory options, I believe I have found a source of major fps lag in fringe cases.

It seems like when an invalid trait degree is defined in a backstory, the game cannot reconcile this, and ends up causing fps hangs whenever the pawn in question looks for a new job.

This appears to be a technically core engine issue, relating to how often errors in pawn creation. The pawn seems to be written into the save file, and whenever it is loaded will continue, many times a second, to give the error "TRAIT found no data at degree X, returning first defined". This is reported in the debug log (a lot), and seemingly is causing frame drops whenever the affected pawn looks for a new job.

Uh My modlist is way larger than it should be, but tldr reproduction steps should be somewhat simple:

1: Edit a save file to give a improper degree of trait to a pawn.
2: Load file, tell him to do anything. Or dont, itll show up on wandering jobs too. Draft/undraft should cause a small hang immediately.

This should be noticeable on day 1, as I previously encountered errors with it on game start with some pawns before I recognized the issue.

https://pastebin.com/6dqhsvQS
^ full error of one instance of the issue, though obviously degree 0 shouldnt exist. I was hacking my way into testing a couple things while I was here.
I am not sure if the repeated error logging itself is causing the hang, or someone in the discord mentions cold checks of some description? Anyway, it feels like the 'proper' response to this error would be a single instance of 'we replaced the trait with what we thought you wanted', and then forget about it until next load (or until the next time the pawn changes playzones?).

(note: I am going to mention this issue to the dev of Just Better Pawn Generation.. Most of this would probably be a non-issue if, say, all positive traits of a type were just the same effects instead of straight up deleted, but hindsight is 20/20)