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Messages - Zakhad

#256
Quote from: Epson on May 02, 2016, 09:18:32 AM
Hello.

I'm having some major stutter in game. Every 3-4 seconds the game will pause briefly. I had no issues with the 2.3, 2.4 final or even the 2.4 beta. Any solution?

What I've found that have been the cause of these stutters are either: too many animals on the map having pathing issues (This was a old problem i haven't had it in like 2 versions or so ago like 2.3 or 2.2) the more recent one I actually mentioned a few posts back, in that I had an event that couldn't generate, I only found this out by chance by unroofing an area, (or might of been destroying a wall in front of my door) so an event could spawn, I had the Megascrab event, so my game was constantly lagging because it couldn't make the event happen and it kept looping hence the lag (Like when you have raids the game lags to generate the event).

So what I would do is make a backup of your save, go in dev mode via options and firstly try option one, kill all the animals on the map. secondly Destroy various area's of the map to see if an event happens that I described which might free up the lag.

Hope this helps.
#257
My game went down to a crawl like when you used to have too many animals on the map, but it was a locusts attack that couldn't spawn, it was only by chance when I un-roofed that area that the event happened and my lag suddenly stopped. Memory leak?
#258
Anyone having problems with hydroponics and fruit trees? They're planting them and immediately cutting them down straight after, I wasn't having this issue when planting them outside, but you see I have the nuclear fallout (Not "toxic" fallout) event in that if i go outside, I immdiately start suffering from radiation burns, everything on the map is dying, i'm almost internally capable of surviving without needing to go outside, I can just use potato's instead but was just wondering if anyone else had this problem.
#259
Quote from: molokoni on April 30, 2016, 06:55:13 PM
Hey Guys, awesome mods! I am having one problem though: I cannot seem to use the fueled smithy at any point, even If I just want to create arrows I cannot assign my collonists (cant right click) which makes my life a lot more difficult in the beginning as I can only use short range weapons... any ideas?

Would help if you said what mod version your using. Arrows? They're not part of hardcore sk 2.5 alpha 12? Only the dev version of hardcore sk alpha 13. As briefly as I played it, (like 10 minutes due to just how few mods are actually working with the pack) I did notice that combat realism had quite overhaul with the inclusion of ammo, so you might want to have a gander over there and ask that dev, but I'd assume that mod would work fine as a standalone with alpha 13, honestly its too early to be playing the dev version of alpha 13, a lot of stuff like you've just mention is just the tip of the iceberg.

Sorry it's not an exact answer to your problem but it might help narrow it down a bit, good luck.
#260
Quote from: PrisonerHarvester on April 30, 2016, 02:06:46 PM
Where exactly is this a13 build? I canot find anywhere on github

Under the dev branch instead of master branch on the left side.
#261
There is a a13 build on the github mind its very early, tested it, works albeit very long loading times. quite a few things have changed :P - I probably won't be playing it due to how early of a build it is, but its nice to see progress :)
#262
I just had the "rescue" event in that a friendly allied colony spaceship picked up our distress signal prior to crashing and gives an event to "end" the game (to rescue us) lol... what?
#263
Was it alpha 13 that allows you to mouse over an area to find out how fertile an tile is? Swear I could of done it in alpha 12 :S
#264
Butchering terminators is quite effective
#265
O.o just had a agent event! made one of my colonist turn hostile against my faction, what mod adds that?
#266
Quote from: Utherix on April 14, 2016, 12:41:04 PM
Quote from: goonygoogoo on April 14, 2016, 08:42:29 AM
Sweet modpack, love it.
One question regarding workbench work speed factor. looking at iron vs steel on the butchers table the iron gives 110% and steel only 80%, is this intended, am i missing something?
Thanks


I didn't even think to check about cast iron vs steel in various crafting stations O.o

It was changed per an earlier comment which argued that Cast Iron should be better for Work speed because of these reasons:

https://www.quora.com/What-is-the-difference-between-cast-iron-and-steel
#267
Personally I find it okay but, only if there's sufficient enough armor to protect the eye so that then its down to my own negligence of not protecting my face. but as it is i find that its far too easy to get "unlucky" with a hit to the eye because most armor types on the head don't actually protect the eyes very well, same with fingers/toes its far too easy for them to get destroyed.

Possible solutions for this could be: bionic fingers/toes or better yet a 2nd level of health for that limb in that when it takes too much damage it becomes mangled. in a sense; limb bleeding if you don't treat it soon it'll become necrotic and you'll have to amputate it or if it continues to take damage It'll become destroyed.

The reason I like 2nd method is because I have a chance of dealing with the situation its significantly less rage including. Sure don't get me wrong I find it funny at least on the first 2-3 play-through's. But if this happens early enough in the game, you might as well restart, there is no fun watching your grower take 20 seconds to harvest one plant when it used to take only 2 seconds it makes the game tedious and monotonous. So at the moment whenever this happens in the early game I'd rather savescum than deal with a not very fun slow colony. It's not like the enemy sends crippled units to attack you; yes occasionally old people (frail cataract etc) but not people without missing hands or feet or eyes to balance out your having to deal with it.
#268
Commits from Tales_DoublePawn 12/04/16 Still seem to be compatible with Alpha 12. I've downloaded and replaced my version (couple of days past official release) and I'm playing fine. I will edit/amend this post if its not the case if people are wondering if the Github was alpha 12 or 13.
#269
Quote from: skyarkhangel on April 11, 2016, 08:22:04 PM
On github in mods currently playable A12 last version with CR Pawn expression update + accuracy fix.

Is 2.5 cata still being worked on on the github release updates? because I have a version from 10/04/16 the last commit being RecipeDefs+ResearchProjectDefs and that works for Alpha 12 - but i'm afraid of downloading a newer version encase its ONLY for alpha 13 - my question is will there be a commit saying something along the lines of "Final commit for alpha 12 - 2.5 cata - now focusing on alpha 13"

I'm in no rush for alpha 13 - Take your time thank you for all the work you do, and also to all the modders who make this modpack available.


#270
On the github I'm seeing changes to A13 but also A12 So is the github version for A12 or A13? I'm confused.