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Messages - Crusender

#1
Quote from: Masquerine on February 28, 2016, 10:14:07 PM
Quote from: krockle21 on February 28, 2016, 09:12:35 PM
Quote from: Crusender on February 28, 2016, 03:54:17 PM

need picture of your Dev log, and which version do you play, if 2.5, depending when you take it still have bug it that can start bottleneck game for error. About  how mush playtime it start to slow down? and map size too, this game is not optimized and whit this mod pack add lot of stuff has you become bigger the game has to think of more stuff and more stuff so it will slow down. and a give a copy of the save maybe i will can see real trouble.

Included are screenshots of my debug log shortly after the game starts.  I have 1 warning and 2 errors at load and then another error continuously repeats itself after the game starts.

I am currently on a git build from last week, but this has happened multiple times over the last few months with different play throughs and different versions.
Those screenshots would explain the problems you've been having. Sky had some trouble with getting Malaria to work correctly at one point, and you probably got a copy of HSK in the middle of him fixing it. The yellow error about an "li" missing could really break the game, depending on where it was. Malaria has since been fixed as well as that yellow error. Playing with Github builds can be hit and miss sometimes. We can test and check what we do, but sometimes obscure errors can pop up when you least expect it and then everything breaks. Part of the fun.

Quote from: Wexit on February 28, 2016, 10:12:15 PM
Cassandra on challenge.
Devlog has this when loading the save:
http://puu.sh/npgBd/e5562f0ac6.png
If you click on one of those red lines, you'll get a little mini window with a bunch of code stuff. Include that in the picture too. That usually points to some .dll code that Sky would understand. Sometimes it points to things that I can understand.

Quote from: krockle21 on February 28, 2016, 09:12:35 PM
Quote from: Crusender on February 28, 2016, 03:54:17 PM

need picture of your Dev log, and which version do you play, if 2.5, depending when you take it still have bug it that can start bottleneck game for error. About  how mush playtime it start to slow down? and map size too, this game is not optimized and whit this mod pack add lot of stuff has you become bigger the game has to think of more stuff and more stuff so it will slow down. and a give a copy of the save maybe i will can see real trouble.

Included are screenshots of my debug log shortly after the game starts.  I have 1 warning and 2 errors at load and then another error continuously repeats itself after the game starts.

I am currently on a git build from last week, but this has happened multiple times over the last few months with different play throughs and different versions.

do you guys have colony manager whit some task on the list? if yes check by removing the desk and list correct the error (export your list before do that if want keep it load it again)

the yellow error is the version whit lance before was fix by Sky.
#2
Quote from: Wexit on February 28, 2016, 05:23:58 PM
Quote from: Masquerine on February 28, 2016, 05:19:43 PM
Quote from: Wexit on February 28, 2016, 05:14:20 PM
I'm having issues with the 2.5 pack on github. Twice now I stop receiving any events (traders, drop pods, raid, etc) around the end of the first year. The first time I had this issue I had changed storytellers a couple of times. The second time I replaced the pack with the latest version (around thursday last week) and never changed the storyteller. Not sure if there are any logs I need to provide, but let me know if I can give any additional info. Neither of these saves had any of the "optional" mods on.
When you updated the pack, did you do a clean install of it or did you overwrite the old HSK version that was already installed? If you overwrote the old HSK with the new one then that could cause issues. If not, then it might be something else.


I think I'm done playing around fixing traders. They seem to be working as they should now with my changes.
Clean install. Deleted the game folder and cleared the ludeon folder in .roaming.
May we know which storyteller you pick and difficulty? do the dev log have anything special in red in it (dev log can be see whit activation dev mode in game option)
#3
Quote from: kaneage on February 28, 2016, 05:41:54 PM
Im sure im missing something but i dont understand how to get integraded circuits.  i have the tech and capability to build them but they require plastic to make.  Plastic is made from oil (I believe) which i need a mineral sonar to mine, but the sonar requires circuits.  Im caught in a loop here so some advise would be appreciated.  This is my first game with this mod and i like it so far, im just really confused about how to proceed now.  If im missing something please point it out to me
you don't need mining sonar for mine, you need build a drill rig on the crude oil patch, then extractor finally process all this in refinery. Mining sonar is for find those patch more easily, but you can still find them by hand (whit beta 2.5 they are a lot more easier to find)
#4
Quote from: krockle21 on February 28, 2016, 02:23:07 PM
I've been having an issue with this mod pack, I don't know if it's particular to this pack, it doesn't happen every play through, and it's happened over multiple versions.  At a certain point while playing my frame rate will start to drop a bit at 3x speed, then not too long after that it will drop enough that playing at 3x speed is slower or the same actual speed as 2x speed.  Eventually everything is so slow that I can really only play at 1x speed.  Usually before that point I will have quit that save.

I assume this is not graphics related, but due to the game not being able to calculate each cycle fast enough so the game seems to slow down while it does that.  I am not seeing any of my CPU's max out.  Is this a bottleneck in the engine, or is there something I can do to find out what is causing this issue?

Specs
i7 980X @ 3.33GHz
12 GB of Ram
Game and OS are running on an SSD

Please let me know if there is any other information I can provide or if there are any suggestions on troubleshooting this.  Thanks in advance.

edit: Forgot to mention that this persists through reloads and reboots.

need picture of your Dev log, and which version do you play, if 2.5, depending when you take it still have bug it that can start bottleneck game for error. About  how mush playtime it start to slow down? and map size too, this game is not optimized and whit this mod pack add lot of stuff has you become bigger the game has to think of more stuff and more stuff so it will slow down. and a give a copy of the save maybe i will can see real trouble.
#5
Quote from: Bob_Namg on February 28, 2016, 01:02:06 AM
Colonists just stand and wander at the start. No idea what's causing it.

which version do you use, if 2.4d, can you share your save maybe i will can help you.
#6
Quote from: Dacksi on February 27, 2016, 01:17:18 PM
Thanks for the suggestion, but I can not him Destruct. I can switch on and off and power supply it only :(
true in 2.4d you cant destruct them you need blow it whit artillery. it is fix it 2.5 beta.

Quote from: Haxecutor on February 27, 2016, 04:57:33 PM
Hi Folks,

My colonists won't interact with the Assembling Workbench. I have all the necessary resources but they won't make spare parts. If I order them manually to do so it says that I don't have the necessary resources. Argh!

Does anybody have an idea what to do? :)
check detail of the receipt, you need 30 solid alloy and 30 conduction alloy (normally 30 steel alloy and 30 copper alloy) check if you move pick-up radius of the receipt (make it a bit bigger if you reduce it), check if you not forbidden the ingredients on ground. when if order manually you dont have the ressources you dont have it. be prepare dont read lot of receipt have later on they become complex whit other kind of alloy in the mix.
#7
Quote from: Dacksi on February 27, 2016, 12:36:26 PM
Good day, I Apologize in advance for my spelling. I am German and use Google translator.

I use a Oil Extractor, but this does not promote oeil more and I can tear him not. HAt someone to get close again to Oil a tip for me. the oil field'd me still displayed.

Thanks in advance.
destruct the Oil extractor then you can drill it again, and build a new one after, it reset is timer.
#8
Quote from: Masquerine on February 25, 2016, 02:06:01 PM
Quote from: Zaraky on February 25, 2016, 01:47:45 PM
Started a game with  steel pickaxe, as my colonist equip them, they will just be standing there if there`s nothing to mine. If there is something to attack nearby, they will automatically target and attack them with the pickaxe.

Is this normal or a weird bug I just came across?
they only go to atk mode whit melee if they are hunter priority, and watch out (2.5) if colonist become dazed the hunter will go kill them.

If colonist are in standing mode you need check dev log for see the job creating the bug has it overflow job task and making the colonist not moving.
Sounds like part of the "defend home area" feature Sky added not long ago. When colonists are given melee weapons, any hostile thing that enters a "home zone" can be automatically attacked and defended against. So things like flies and mosquitoes will automatically be killed instead of having to manually designate them to be killed. Helps prevent the hunter friendly fire incidents too.

It seems to be working correctly. I gave mine some pickaxes and mining orders. They did that and when done, I made stockpile. They were moving things until some mosquitoes interrupted and wandered into the home area, where all 3 colonists proceeded to pickaxe the mosquitoes to death. After that they went back to working.
#9
Seed : jf1b
Size :  200x150
at top near middle there is a spot at -100.5 celcius or -149 F