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Messages - jackarbiter

#46
Vehicles get pretty laggy, there is too much going on per tick. This is in the known issues (but probably isn't your issue as you say).

As for your issue, there is some extra code in there for animal carts and animal saddles (only animal carts works at the moment, I disabled saddles but the code is still there); BBream's probably running checks on all the animals, or something. Running with only a dual core processor is probably the problem, and not one I knew about. I only have two computers I can test with; one has 8 cores and one has 16 (retrofitted a server). I test on 400x400 maps and everything is buttery smooth when everyone's asleep and not driving around.

I can look at pulling extraneous code out (was hoping to get the saddles working so I left it in there) but honestly if you lag this bad, 20 raiders on vehicles is gonna murder you; I can't even do mid speed. But I'm going to fix that here shortly.

I'm sure the code could be better, both BBream's initial code but especially mine, but there's also a lot going on that isn't obvious. The vehicles lagging is most definitely my fault, for putting too much functionality in and for not preventing the checks (in the cases where I can) except for occasional ticks (right now the checks are mostly 60/sec).

The main reason for vehicle lag:

The vehicle itself ticks 60 times a second, and it has a comp that ticks 60 times a second.

These combined perform dozens of checks for position, pawn state, pawn job, the works, for a variety of reasons such as not having pawns have wierd jobs while on ATVs or not having ATVs abandoned at the edge of the map throwing errors.

I'm going to go through when I get a chance this evening and delay the checks for most of these. I'll take a look at animals and see if I can't short circuit something that'll make the load easier, or rip it out for now. But your problem right now is going to get much worse unless I do something about all of it. If you want to test and see how bad it gets, check the box on the title screen for dev mode, then when in game spawn a few 3000 point raids til you get an edge map invasion with ATVs.
#47
Yeah, I think using my own ammo rack (modified quantum storage) was causing this for me for ammunition. Had to tweak the priorities (don't remember my exact steps) to get them to stop running circles with ammo.
#48
Quote from: Fymothar on May 25, 2016, 04:33:16 PM
Hmm I also have problem with Ammo and weapons, did few new colonies but nothing changed.

EDIT : Okay I think I got it figured out. Not sure if it was just me, but apparently it's about version. I first downloaded the orange box version, then swapped it with that from nexus and everything is good now.

They were the same when I uploaded them, and should be still. Make sure to use the latest CCL, if for no other reason that it'll force you to restart the game. You being everyone, not you specifically Fymothar.

Quotemaybe it's some interference from other mods

What other mods are you using?
#49
Quote from: 1000101 on May 25, 2016, 01:32:51 AM
Anyway, interesting mod.  Personally I'd like to see some aspects of it separated into smaller stand-alone mods (such as the vehicles).  I'll keep an eye on this until it's closer to being "complete" before I start hacking it apart for my own uses.  :D

:) I will be working on separating vehicles out at some point. Was hoping to catch a few bugs first, like the ones Grogfeld caught X|


Quote from: Grogfeld on May 25, 2016, 04:05:41 AM
ATVs are awesome :D Also don't take Pawns under your protection if faction that is after that Pawn has vehicles. That was a quick kidnapping :P But I could force to unmount a pirate so now I can mess with vehicles early in the game without magic, so take into consideration that it needs to be fix. There is no option to haul a vehicle, there is option to haul with vehicle.

Ha, well yeah I need to fix that unmount button or I might get a little greedy myself.

Keep in mind if the raider you unmounted was either already kidnapping or already heading toward the edge of the screen he likely set a variable that will despawn the ATV in the no-zone edge of the map (to keep the cart from getting abandoned on the edge and throwing a bunch of errors). So keep it away from the edge :D (EDIT) I've just put a check in for this so that it won't happen if colony pawns are riding unless they are in the mental state of give up and exit, but it will be a minute before I release this fix.

To haul a vehicle you have to force mount it on a drafted pawn and send them where you want it, or just have them haul with it and they'll eventually get it to storage - it's not a normal object so it can't really be hauled. I might put a button in for just taking it to storage, I'll take a look while I'm fixing the unmount button for enemies.

I hadn't had the colonist rescue since I put that feature in, it's a 50% chance that the edge guys will get ATVs but I was thinking I'd hooked into regular raids only. I will look at hooking into the colonist rescue if possible and giving them an ATV - will be hard to make it dependent on the raiders that follow since the raiders haven't spawned yet and the random value hasn't been instantiated, but I'll see if I can't make it dependent; be a nice way to get one early in game.
#50
Quote from: zzz1000 on May 24, 2016, 06:06:09 PMi realy like idea of development and progression. Since I use CR you naturaly start with bows and maybe some gun with five bullets. And it realy nice. Much more exciting experience than auto turrets

Thanks :)

I meant to reply to your post earlier, I had it up but didn't finish responding:

Quotewill it  work with other nice things like crash landing or hospitality and such(looks like it work)? Also what about other CR weapons, like High Caliber - is your CR is just regular CR? Or Panda mods, like Pharma, I didn't tried it, but will it work with your Panda core? What  are the pitfalls?

Other panda mods will work with the panda core, I should have the latest version of the core in there. The version of CR I have is modified but doesn't interfere with using other CR weapons or patches for weapon packs. You can use any weapon packs with a CR patch. Since they are usually made at the machining table they naturally fall into the research tree.


QuoteFirst thing I noticed, because foraging is my main food source in first days -  if I understand correctly, you could not to harvest berries without tools and tools made it potentially 14(140?) times faster.
You not need tools for that and tools do not help much, even today there lot of hand work involved. 
It's ok for wood cut, and at some extend for sowing  and, depending on plant, with harvest. 

It would take a lot of changing to vanilla to try to separate harvesting berries, farming, and treecutting, because they are all "plant work." I'd love to separate them otherwise. I may look into some way of making berries easier to get, I'm not sure if there's an amount of work for that that differs from normal plant harvesting, but I don't have a lot of time to look into it at the moment.
#51
Quote from: Exende on May 24, 2016, 04:43:40 PM
Quote from: eastwood6510 on May 24, 2016, 03:02:35 PMPersonally I didn't really like how in vanilla, you can crash land with nothing but the clothes on your back and instantly start building solar panels and high-tech batteries.
well to be fair, the people that were on the spaceship that crashed never forgot how to build such things, and if you have enough materials you should be able to rebuild it

Knowing the general idea of what a thing is and knowing how to build that thing from scratch without the tools or refined goods necessary are way different. How long, in real life, if you crashlanded a university full of scientists and engineers with no tools and only raw goods, would it take to get a computer off the ground and running? Even after the 1:3 conversion of days. You think they'd have silicon chips and computer screens a month in? Now instead you've got a navy gunner, a pop star, and a medieval lordling, and one year later they've built a spaceship from scratch with the help of 5 conscripted pirates and a crashlanded sex slave.

That's always bothered me, so I made this.

#52
Quote from: Grogfeld on May 24, 2016, 10:24:50 AMconstruction speed is downgraded to 1% not 10%  like it says in notifications
Gah, plant speed too, must have tested it at 1% and left it :(

Quote from: eastwood6510 on May 24, 2016, 11:37:45 AM
My colonists won't haul 'basic tools'.

I've right clicked to get them to force haul and it says there is no place configured to store it.

Gah gah. Great start, me.

Both of these are fixed in the latest version. Thanks for the reports, sorry for the trouble.

(EDIT)
Added a temporary dropbox link for those who are in the middle of testing while the Nexus updates the latest file, they are going slow due to the archival project they have going on.
#53
Published.

I would have gotten away with writing this first if it weren't for you pesky kids and your bumping.

I almost got away with it without anyone noticing the walls of text, - I had this partially up since the 13th, before I started putting the stupid vehicles in, and it was so buried I didn't worry about it... but once I updated the title and then turned around and didn't put it up because I ran out of time and kept adding just one more thing (like raiders with ATVs)... yeah, didn't get away with it.

Anyway, the first version is up now. It is relatively feature-complete. Definitely playable. A few bugs are noted on the front page. Please give feedback.

QuoteVehicles sounds very awesome. Would be great if they could be a separate mod, though, so we don't have to take the whole thing if we just want vehicles.

I will definitely be putting them up separately, but I have to extricate them from CR first and make sure they're stable. I shouldn't have included them here at all TBH, really killed my timeline. SCOPE CREEPED.

Quote2nd EDIT hold on are you the same Jack arbiter as the YouTube channel? If so that's awesome I'm one of your subscribers.

I accidentally have a youtube channel with 12 subscribers because of some of the videos I put up for my fallout 4 mods. So if you're one of the 12, that's REALLY random :D

But most likely you are thinking of someone else maybe?
#54
Quote from: ShadoiwsofLight on May 14, 2016, 12:52:37 PM
Not compatible with ED-ClosableVent, just in case it saves someone some mod-elimination "game" time.

These work fine together for me. Perhaps you were not restarting the game after closing the mod menu, finally did after pulling the vents mod, and thought removing the mod helped?
#55
Quote from: Profugo Barbatus on May 09, 2016, 08:29:39 AM
Quote from: falloute on May 09, 2016, 02:41:07 AM
How do I get FSX? for RPG ammo and etc? I literally have no idea, checked traders, and so on?

FSX can show up with the combat related traders from my direct experience, but I'm not seeing the ability to harvest it in any fashion here in the defs. Maybe I'm blind, its 6:30am here but I'm not seeing another way to acquire it. No way to "milk" boomalopes that I'm seeing, anyhow :P

Grow flamebulb? Just keep it in a cooled room or it explodes. Probably need a solar flare shield. To milk you will need to tame but I haven't milked them myself so idunno.
#56
Quote from: iWilliBlecha on May 05, 2016, 12:04:09 PM
Tried that. Even with just CCL and CR, I doesnt work at all. I downloaded the whole game again and made sure it has a clean start, but still nothing...

At this point you should probably post an error log (not a screenshot, the actual log).
#57
Quote from: delraith on May 03, 2016, 02:16:07 PM
Where can we dl CR defense? I can't find a link anywhere.
Quote from: player13 on May 03, 2016, 12:39:43 PMFYI, it gave no default visible error.

Do you have debug mode on? Or whatever it's called, I'm at work. When you do, errors will show in a popup screen.
#58
Quote from: Galvenox on May 03, 2016, 07:32:41 AM
I don't have the option to craft improvised turret at machining table, do I need to research something? couldn't find proper research option as well. or isn't it working yet?

They are not in yet. They will be next update.
#59
Quote from: player13 on May 03, 2016, 12:01:39 AM
Quote from: akiceabear on May 02, 2016, 09:52:21 PM
Quote from: player13 on May 02, 2016, 09:48:14 PM


I haven't tried running a game with just CR and CCL to see if I could see the ammo at the machining table.

Any help is appreciated.

Try this.

Just tried it and it didn't work. Have only these mods loaded and in this order:

    Core
    EdB Mod Order
    Community Core Library v0.13.1.1
    Community Core Library - Vanilla Tweaks
    Combat Realism Core

Try:

Remove edb mod order (ccl should be 2nd anyway) and order the mods manually in the mod menu, then restart.
#60
Quote from: Deathtuba on April 27, 2016, 12:51:42 AM
I have a gun to request M1 Garand, just a request.

https://ludeon.com/forums/index.php?topic=15069.0

M1 carbine

@nuschler just fyi the above uses the survival rifle sound. And obviously for the ding it would have to be CR compatible and there would have to be code for an empty magazine sound.