[1.0] [PROJECT] Hardcore SK project v7: Sunrise

Started by skyarkhangel, May 10, 2015, 11:40:32 PM

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How you relate for the full removing automatic turrets?

Positive. It's realistic. Fight with killboxes continues.
Negative. Make a button to kill all enemies in one click.

sidfu

Quote from: Soulcube on April 06, 2016, 04:17:17 PM
Quote from: kodapa on April 06, 2016, 04:09:44 PM
Anyone else having huge FPS drops when time accelerating(3) after playing a map for like 6 hours? My game just gets unplayable after some time. 
The weird thing is that the game plays fine and all of the sudden it's unplayable. 
@skyarkhangel Would you please take a look at my save files? Autosave-5 works fine but Colony4 is unplayable at 3x speed. It happens with every colony I play. Happened both in rainforest and tundra.
You can download these two save files at http://kodapa.net/Saves.rar
I think maybe it's an specific random event that does it because if I load Autosave-5 and keep playing it doesn't happen again at the same point. Restarting the computer doesn't fix the problem. 
I have a R9 380 (should run rimworld easily) and a A10-7850k processor (also should run rimworld easily). CPU load never reaches more than 40%. 
I hope all this can be useful for you.

I have the problem all time i get some error message with infinity count...when a dog despawn but still is in the game

check your log. i only had this happen to me when i used say carnivores for pets or if i let to many ccarnivors stay on the map. it is a issue with eat action of the carnivores i belive. when i keep their numbers down it seems to help. it seems to be more specific do dog and wolf types thou.

if its not that check your log and look for anything thats causeing a 10jobs per click error,

kodapa

Quote from: sidfu on April 06, 2016, 07:45:57 PM
check your log. i only had this happen to me when i used say carnivores for pets or if i let to many ccarnivors stay on the map. it is a issue with eat action of the carnivores i belive. when i keep their numbers down it seems to help. it seems to be more specific do dog and wolf types thou.

if its not that check your log and look for anything thats causeing a 10jobs per click error,

In my case killing almost everything that moves didn't help at all. 
What exactly am I looking for in the log? The only tick related things I found are Do.SingleTick() and TickManagerUpdate() in a few errors.

Duncan

One tip I ran into from years ago with framerate drops was stockpiles. I tried and it definitely helps. If there are two potential stockpiles that an item can legitimately be placed on, the pathfinding cost is much higher. Make sure you have fewer, larger stockpiles, that each stockpile has a specialised selection of goods that does not overlap with other stockpiles, and that if two stockpiles can contain the same thing they have a different priority. This made a huge difference for me in this modpack and saved a game with slow speed and bad framerate from being deleted and restarted.

Edit: I actually came here to ask about A13, anyone heard anything about update compatibility and progress? I expect it will take a long time given the scope of this pack, but I will probably be playing A12 with this pack for the foreseeable future rather than play A13 without it.

sidfu

Quote from: Duncan on April 07, 2016, 05:11:18 AM
One tip I ran into from years ago with framerate drops was stockpiles. I tried and it definitely helps. If there are two potential stockpiles that an item can legitimately be placed on, the pathfinding cost is much higher. Make sure you have fewer, larger stockpiles, that each stockpile has a specialised selection of goods that does not overlap with other stockpiles, and that if two stockpiles can contain the same thing they have a different priority. This made a huge difference for me in this modpack and saved a game with slow speed and bad framerate from being deleted and restarted.

Edit: I actually came here to ask about A13, anyone heard anything about update compatibility and progress? I expect it will take a long time given the scope of this pack, but I will probably be playing A12 with this pack for the foreseeable future rather than play A13 without it.

its only beenn hours since update its gonna take a good weeks as this was a major update with alot of new elements.

kodapa

Quote from: Duncan on April 07, 2016, 05:11:18 AM
One tip I ran into from years ago with framerate drops was stockpiles. I tried and it definitely helps. If there are two potential stockpiles that an item can legitimately be placed on, the pathfinding cost is much higher. Make sure you have fewer, larger stockpiles, that each stockpile has a specialised selection of goods that does not overlap with other stockpiles, and that if two stockpiles can contain the same thing they have a different priority. This made a huge difference for me in this modpack and saved a game with slow speed and bad framerate from being deleted and restarted.

Edit: I actually came here to ask about A13, anyone heard anything about update compatibility and progress? I expect it will take a long time given the scope of this pack, but I will probably be playing A12 with this pack for the foreseeable future rather than play A13 without it.

I tried removing half my stockpiles before posting here but that wasn't causing the drops. It's very weird because if I load an older autosave and keep playing, this problem won't happen anytime soon.

Caine

Something seems to be extremely wrong with accuracy. I have watched 2 morons, one 15 and the other 20 shooting, spend 5 days doing literally nothing except eating, sleeping, and shooting beavers with sniper rifles. Net hits: zero. Not even a single wounded beaver. They were shooting mainly during daytime, there wasn't any special weather, they were set to precision shots. If I am doing something wrong, I don't know what is it.

krockle21

Quote from: kodapa on April 07, 2016, 11:20:42 AM
Quote from: Duncan on April 07, 2016, 05:11:18 AM
One tip I ran into from years ago with framerate drops was stockpiles. I tried and it definitely helps. If there are two potential stockpiles that an item can legitimately be placed on, the pathfinding cost is much higher. Make sure you have fewer, larger stockpiles, that each stockpile has a specialised selection of goods that does not overlap with other stockpiles, and that if two stockpiles can contain the same thing they have a different priority. This made a huge difference for me in this modpack and saved a game with slow speed and bad framerate from being deleted and restarted.

Edit: I actually came here to ask about A13, anyone heard anything about update compatibility and progress? I expect it will take a long time given the scope of this pack, but I will probably be playing A12 with this pack for the foreseeable future rather than play A13 without it.

I tried removing half my stockpiles before posting here but that wasn't causing the drops. It's very weird because if I load an older autosave and keep playing, this problem won't happen anytime soon.

I think this problem and the trader problem are connected.   I had the same issue and it seems whenever the locust attack event is triggered the game has problems choosing a specific place for it to happen and then the uptick error occurs slowing down the entire game.  It looks like a similar if not the same error occurs whenever a trade is attempted, except the error does not uptick like with the locusts.  Possibly not being able to find a specific tile to place the bought goods or something like that.  Anywho my traders are still busted, but I modified one of the incident def files to reduce the chance of a locust attack happening to zero, and I have not had that problem since.  I'm using a github version from a couple of days ago by the way.

kodapa

Quote from: krockle21 on April 07, 2016, 07:02:43 PM
I think this problem and the trader problem are connected.   I had the same issue and it seems whenever the locust attack event is triggered the game has problems choosing a specific place for it to happen and then the uptick error occurs slowing down the entire game.  It looks like a similar if not the same error occurs whenever a trade is attempted, except the error does not uptick like with the locusts.  Possibly not being able to find a specific tile to place the bought goods or something like that.  Anywho my traders are still busted, but I modified one of the incident def files to reduce the chance of a locust attack happening to zero, and I have not had that problem since.  I'm using a github version from a couple of days ago by the way.

The only trade related problem I have is when I try trading something without a trade beacon outdoors. I have to create a "no roof zone" above the trade beacon everytime I trade.


Duncan

Quote from: sidfu on April 07, 2016, 08:53:57 AM
Quote from: Duncan on April 07, 2016, 05:11:18 AM
I actually came here to ask about A13, anyone heard anything about update compatibility and progress? I expect it will take a long time given the scope of this pack, but I will probably be playing A12 with this pack for the foreseeable future rather than play A13 without it.

its only beenn hours since update its gonna take a good weeks as this was a major update with alot of new elements.

That is not what I was asking: At what point will the github version no longer be compatible with A12? I pull the newest version whenever I start a new game and at some point some A13 changes will be added that will break the mod for A12. There are some A13 translation changes already in so it might be the case already. I am also interested to know how badly A13 broke this mod and how much work is estimated, but I understand that that can be hard to judge this early.

Zakhad

Is the Github version still 2.5 (for alpha 12?) as the person above me mentioned? I stoped downloading it because I thought it was Alpha 13 version as well also in part due to 2.5. having a official release so close to alpha 13 being released. The reason I ask because I'm not actually sure whether or not the bug I'm experiencing will be fixed or will I have to wait until Alpha 13 release.

The bug I'm experiencing is whenever I go to trade with a ground caravan the money transfers between transactions but I don't actually get the items same with the trader he Doesn't receive me items but my money gets deducted anyways, he also doesn't get my money added to his total pool.

Edit provided screenshot for bug.

[attachment deleted by admin - too old]

skyarkhangel

We are already working on adaptation to A13 and inform when it will be ready :)

Rhyssia

Quote from: Zakhad on April 09, 2016, 08:35:45 AM
Is the Github version still 2.5 (for alpha 12?) as the person above me mentioned? I stoped downloading it because I thought it was Alpha 13 version as well also in part due to 2.5. having a official release so close to alpha 13 being released. The reason I ask because I'm not actually sure whether or not the bug I'm experiencing will be fixed or will I have to wait until Alpha 13 release.

The bug I'm experiencing is whenever I go to trade with a ground caravan the money transfers between transactions but I don't actually get the items same with the trader he Doesn't receive me items but my money gets deducted anyways, he also doesn't get my money added to his total pool.

Edit provided screenshot for bug.

The solution is 2-3 pages back from what I understand.

Do you have a trade beacon outside that's not under a roof?
Ask me about the Hardcore SK Modpack Discord Server!

kodapa

Quote from: Zakhad on April 09, 2016, 08:35:45 AM
Is the Github version still 2.5 (for alpha 12?) as the person above me mentioned? I stoped downloading it because I thought it was Alpha 13 version as well also in part due to 2.5. having a official release so close to alpha 13 being released. The reason I ask because I'm not actually sure whether or not the bug I'm experiencing will be fixed or will I have to wait until Alpha 13 release.

The bug I'm experiencing is whenever I go to trade with a ground caravan the money transfers between transactions but I don't actually get the items same with the trader he Doesn't receive me items but my money gets deducted anyways, he also doesn't get my money added to his total pool.

Edit provided screenshot for bug.

Just unroof your trade beacon.

Zakhad

Quote from: kodapa on April 09, 2016, 10:43:05 AM
Quote from: Zakhad on April 09, 2016, 08:35:45 AM
Is the Github version still 2.5 (for alpha 12?) as the person above me mentioned? I stoped downloading it because I thought it was Alpha 13 version as well also in part due to 2.5. having a official release so close to alpha 13 being released. The reason I ask because I'm not actually sure whether or not the bug I'm experiencing will be fixed or will I have to wait until Alpha 13 release.

The bug I'm experiencing is whenever I go to trade with a ground caravan the money transfers between transactions but I don't actually get the items same with the trader he Doesn't receive me items but my money gets deducted anyways, he also doesn't get my money added to his total pool.

Edit provided screenshot for bug.

Just unroof your trade beacon.


Yeah sorry, I'm kind of new to looking/using github I had noticed after I made my post that a workaround as you've also mentioned was mentioned. thank you for answering my query/bug-report