Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - NemesisN

#106
Ideas / Better performance
December 09, 2015, 05:31:03 PM
this game requires more optimization in performance....still in Alpha 12 game gets laggy when you increase your colony....the game freezes for 1 second then unfreezes and does that each 2,3 seconds that pass...its really annoying

maybe add a option to turn off animations....for example when butchering blood animation turns off and all other crafting, when building or repairing with that repair torch animation, or chat bubbles, or snow falling down animation, ect....I don't know if that would increase the performance but its just a suggestion

I don't know what else but generally create a option in options to decrease something in quality to increase performance
#107
can you make the shields work with CombatRealism patch

it brakes the game when you load up your world with shields
#108
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 06, 2015, 03:43:39 PM
will you add back those shields that crash the game if you find a fix for them ?
#109
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 04, 2015, 01:59:23 PM
Quote from: simon-82 on December 04, 2015, 01:25:48 PM
Quote from: NemesisN on December 04, 2015, 01:07:48 PM
I kinda don't want to lose my world because I had a good run on it with the version v1.18

so will v1.20 run fine with my world or should I wait for a new version update.....or I need to start all over again ?
The shields are disabled in 1.20 now. So if you load your old save with shields it wil give an error. If you really want to keep playing that save, stay on your current version.
If I understand you correctly, you only have that one currupt save file?
You can try to repair the save file.
You have to edit it manually and delete the shields from it.
Search for blocks of code in the file that look like that and delete all of them:
<thing Class="Combat_Realism_Compatibility.Shields.Building_Shield">
<def>Building_ShieldStandard</def>
<id>Building_ShieldStandard307098</id>
<pos>(123, 0, 74)</pos>
<health>500</health>
<faction>Colony508570295</faction>
<parentThing>PowerConduitInvisible270037</parentThing>
<shieldField Class="Combat_Realism_Compatibility.Shields.ShieldField">
<shieldMaxShieldStrength>4000</shieldMaxShieldStrength>
<shieldInitialShieldStrength>100</shieldInitialShieldStrength>
<shieldShieldRadius>8</shieldShieldRadius>
<shieldRechargeTickDelay>15</shieldRechargeTickDelay>
<shieldRecoverWarmup>900</shieldRecoverWarmup>
<shieldFireSupression>True</shieldFireSupression>
<shieldCurrentStrength_base>112</shieldCurrentStrength_base>
<tick>2775</tick>
<online>True</online>
<colourGreen>0.3764706</colourGreen>
<colourBlue>0.7294118</colourBlue>
<shieldBuilding>Building_ShieldStandard307098</shieldBuilding>
</shieldField>
<flag_direct>True</flag_direct>
<flag_indirect>True</flag_indirect>
<flag_fireSupression>True</flag_fireSupression>
<flag_InterceptDropPod>True</flag_InterceptDropPod>
<flag_shieldRepairMode>True</flag_shieldRepairMode>
<flag_showVisually>True</flag_showVisually>
</thing>




I did remove all of this code with Notepad++ but when I load up the world it still displays the same error and brakes the game....It also writes the code back I deleted


I guess this colony is going to trash now....I will just play vanilla until you come up with a stable version so I don't have to delete my colony all the time
#110
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 04, 2015, 01:07:48 PM
I kinda don't want to lose my world because I had a good run on it with the version v1.18

so will v1.20 run fine with my world or should I wait for a new version update.....or I need to start all over again ?
#111
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 04, 2015, 11:33:01 AM
Quote from: Milso on December 04, 2015, 10:28:22 AM
@nemesis that's the same issue i was having and tracked it back to building a fortress shield generator.  Loaded save right before it was finished and canceled it and been fine since.
If i build it again it does the same thing.

well I don't have a load before I build it :/
#112
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 04, 2015, 11:31:20 AM
Quote from: Fluffy (l2032) on December 04, 2015, 08:03:22 AM
@nemesis, are you using Colony Manager? I had a bug in the loading code, which is fixed in the latest release. Your save should load fine after an update.

I am using ModVarietyPack v1.18
#113
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 04, 2015, 06:42:50 AM
v1.18

I save and quit the game come back tomorrow load up my world and this happens





everytime I load up my world its like this

#114
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 30, 2015, 01:32:54 PM
snipers and rifles wont do any damage to centipede in this modpack

you need to use explosive damage at them (mortar, rocket launchers, grenades, mines,...)
#115
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 28, 2015, 08:52:48 AM
wow you attack mechanoinds in this modpack from close range, with no cover and all colonist close to each other....that is one of the dumbest thing you can do because they will slaughter all of your colonist without them being seriously damaged at all....even in vanilla you don't attack mechanoids with this kind of tactic

the best way to deal with them is from a long distance with anti-tank mortar and EMP mortar behind a wall

also you can't do damage to them with regular bullets, rifles...you need explosive power on them like rocket launchers, grenades, mortars, mines


yes the range is ridiculous but hide behind a wall with mortars
#116
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 27, 2015, 03:38:44 PM
Quote from: willow512 on November 27, 2015, 01:03:02 PM
Hey all.. Using mvp I'm having some problems getting through the first winter. I tend to run out of food as soon as the first snow falls... I usually get about 4x100 farming cells harvested before it becomes too cold. How do you guys make sure you have enough food? Is it possible my chickens (I like chickens) eat so much that i get shortages?

build your farms inside the closed roofed area (cave for example), add a sun light and control the temperature so its a normal temperature and not freezing
#117
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 27, 2015, 11:18:44 AM
Quote from: Kitsune on November 27, 2015, 10:27:50 AM
Maybe its only for my game but if not.. oh no's! The cleaning-button is missing! :o

In the zoning menu with the home/no-roof/clear-snow, before the update there was the nice cleaning zone button but now its gone. Is this intended? :)

Edit: By the way its only the button its missing the mechanik behind the cleaning zone still works and its in the "expand allowed area".^-^

Edit²: Ok i think the problem is on my game something went wrong i restartet and now its all ok. o.o Dont really know whats wrong. ???

I had that same problem then I quit and loaded up my world again and the problem was gone I had cleaning zone again

probably a bug
#118
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 27, 2015, 08:36:02 AM
so you mean RT Storage teleports recourses ?

MD2 Storage is used only for storing large amount of recourses in 1 space (2250 recourses in 1 storage), MD2 Storage looks nice and organized and it allows more free space for your storage

RT Storage looks really messy and confusing....if it can teleport items that is ok I guess but you have bots in this Mod that haul things for you...I don't know I just don't find any use of RT Storage and I find very difficult to see what recourses I have in RT Storage spaces since items go on top of each other and it looks messy like that
#119
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 27, 2015, 07:14:09 AM
This mod is great...my suggestion is that you keep it as much as the way it is....don't make it like other modpacks with 50 mods where we don't even use half of them and have tons of materials to figure out and work with

the only thing I would personally think would be good for this modpack is to remove RT Storage since you added better MD2 storage I don't see the use of RT Storage since MD2 storage is a lot better, efficient, clean and organized

Also the only thing I see missing in this modpack that can be useful is Animal Operation since animals get hurt and you can't operate on them....but its not really a necessary thing to add


Just don't overdo this modpack with adding tons of mods this mod has enough things to make it good
#120
Outdated / Re: [A12] Z0MBIE2's Various Mods
November 26, 2015, 12:44:22 PM
0 looks like O and 2 makes it look like version 2 or sequel


its better if you named the title "Various Mods by Z0MBIE2"