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Messages - Sigan

#16
Whenever I use this mod, it makes my game unsavable.  I can play for a while, grow a few shrooms, get up and running but, when I save the game and try to load it again it crashes on load.  Crashing, in this case, means a psychedelic trip that could well have been coded in for this mod.  Either way, that's the only problem I have with it.
#17
Just saw this.  I'll test it out.  The scenario before to make it happen was just designating the visitors for recruitment through your mod's interface.  I usually have several wardens/socializers set up and, if they don't have anything else going on, they all attempt converting the visitor at the same time - not waiting for one another, and not reserving the potential recruit for one colonist.  It would be like them all trying to haul the same stone at the same time.

Anyway, once one recruits the visitor successfully, the others all get stuck.  If there's just one other colonist attempting, only one colonist gets stuck.  I have had two stuck at once before, but really it could be 20, I believe, if they were all attempting conversion at the time of one's success.

I'll test this out.  Thanks for your hard work :)
#18
Quote from: Orion on May 11, 2015, 06:18:34 AM
Quote from: Sigan on May 10, 2015, 09:29:17 PM
... and yet.... it would appear you have not!  LoLz...   :P
Nope, can't reproduce it, so with fixes I'm just shooting in the dark :-\

Understandable.  I wish I could be of more assistance, but right now I'm not running it because... well, it wrecks a save game :P  Although... I could probably pull up one of my old ones and post the error log... somehow.  Would that help?
#19
Quote from: Orion on May 07, 2015, 06:36:10 PM

Quote from: Sigan on May 06, 2015, 06:53:56 PM
This one is probably the same bug.  I've noticed that if I slow down the speed of the game, everything seems to be running at its normal pace -
Once you start getting errors, the game will lag a lot - this is normal, the error messages collect a lot of information. So once you start getting them, you can better load an old savegame.


I also use EdB Interface. Strangely I can't recreate the problem. But I'll look into it again this weekend.

... and yet.... it would appear you have not!  LoLz...   :P
#20
Quote from: Orion on May 05, 2015, 03:01:27 AM
Thanks everyone for providing feedback!

Quote from: Daman453 on May 03, 2015, 09:27:53 PM
I have a bug, When i got a guest to join me, when i put it to 3X speed, it lags like a mofo. Resetting the game does nothing, but 2X speed works good.
I'm after this one, but I can't locate the source of the problem. For all I know I'm doing things correctly when joining new pawns, so I really don't know what other system is interfering. Also my computer is pretty fast, so I can't even tell when it would lag for other people :-\

This one is probably the same bug.  I've noticed that if I slow down the speed of the game, everything seems to be running at its normal pace - probably because it has more time to process the errors at a slower rate, while maintaining everything else at the same speed.  When the game is sped up, there are 3x more errors happening at one time, while also having to keep track of all the data from the colonists' actions on a regular basis.  This would cause much more lag as the machine can't keep up.

Either way, it's hard to reproduce simply because it doesn't happen all that often.  I, however, use Edb Interface as well.  I use a lot of other mods too, but Edb Interface is at least in common with our previous poster here.  It might be a slight incompatibility.  As well, maybe if there was a check for such an error, and a resulting cancellation of the action, that might fix our problem.  I'm not sure how you would go about doing that, but then again I'm not really a modder.  :(  I wish I could help you more.

Other than this one game-breaking glitch, this mod is awesome and I look forward to this little wrinkle eventually being ironed out!  Thank you very much for your hard work.
#21
Quote from: Jan2607 on May 02, 2015, 07:14:38 PM
And again, I have a problem:

My colonist Steven was recruiting a guest. The guest was recruited by another colonist and Steven stucked.
His status is "Trying to recruit Frenchy".
I can't order Steven to do anything (on the screen shot he is drafted, because I tried to move him).
If I order another colonist to wound (attack) him, Steven gets invisible.

Screenshot of Steven and the Debug Screen attached.

How can I help my colonist to move?

I'm having the same problem.  Colonist can't be fixed via drafting, but the recruited colonist has become a part of my team.  Also, I've noticed that sometimes I'll get the successful recruitment message stating that I have a new colonist, but the colonist will still be following the group of traders and, had I not drafted and undrafted said colonist, it appears he would have walked right off the map with them!  So, just a few little bugs here, but I love when it works right.  :)

Edit:  As well, all of his needs are frozen.  He's not getting tired, hungry, upset... it's annoying.