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Liesel Weppen

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Everything posted by Liesel Weppen

  1. Because it's to easy and makes the game boring. If you disable it from the game options (as 7d2dMP said) or by editing an xml directly, what exactly does you prevent from reenabling it the same way?
  2. They could also hire nintendo to do a console port, but they still don't want to hire ANYBODY to do a console port until the game is finished. Read that @%$#ing big glowing red banner above the forum you are posting in.
  3. I didn't ment you to fix it, i was just asking. I just wondered, why it worked under windows but not under linux. And i'm somehow interested into how a mod can cause this.
  4. But it still works in Multiplayer on a server that has that mod active?
  5. With V3.3 and 19.3 the game crashes as soon as i try to open my inventory under Linux. It works under Windows. I did multiple clean installs of the game and mod under Linux. Also started a new world. Logs basically says nothing: 2021-01-06T16:28:00 181.597 INF [Steamworks.NET] GameServer.LogOn successful, SteamID=90141743080069128, public IP=18*.19*.16*.20* 2021-01-06T16:28:00 181.609 INF [Steamworks.NET] Trying to create Lobby (visibility: k_ELobbyTypePrivate) 2021-01-06T16:28:00 181.895 INF [Steamworks.NET] Lobby creation succeeded, LobbyID=109775241018637673, server SteamID=90141743080069128, server public IP=18*.19*.16*.20*, server port=26900 2021-01-06T16:28:00 181.899 INF [Steamworks.NET] Lobby entered: 109775241018637673 2021-01-06T16:28:01 182.949 INF Respawn almost done 2021-01-06T16:28:01 182.958 INF PlayerSpawnedInWorld (reason: NewGame, position: 2608, 65, -1096): localplayer 2021-01-06T16:28:03 185.361 INF MinEventLogMessage: XP gained during the last level: 2021-01-06T16:28:03 185.361 INF CVarLogValue: $xpFromLootThisLevel == 0 2021-01-06T16:28:03 185.361 INF CVarLogValue: $xpFromHarvestingThisLevel == 0 2021-01-06T16:28:03 185.361 INF CVarLogValue: $xpFromKillThisLevel == 0 Obtained 0 stack frames. Any ideas? It worked fine with 19.2 and V3.2A. Vanilla 19.3 also works fine.
  6. Steam delete game and verify files does not remove the old mod installation. It removes ONLY steam owned files. So you still have the old mods in the old path as Khaine wrote above. Manually delete the mod folder from your 7d2d installation (probably also the prefabs, don't know if they have been changed) and THEN reinstalling the mod should do the trick. Or similar: Even if you completely uninstall the game via steam, still make sure the entire installation folder is deleted!
  7. Yep, when planted their state is "seed", evolving to "growing" and finally "grown". I of course ment they stay in "growing" state and never reach "grown". But they don't work for me. In two separate games, one single player and another one multiplayer.
  8. Another farming thing: Carrots and tomatos never grow to final state, they stay in grown state. I've planted them on the same test farms with others, so they share the same ground and same water supplies. I harvest other stuff already 3 times, but ALL carrots and tomatoes are still just "grown".
  9. As scubahalo said, it's a texture streaming issue, that's why sometimes specific textures look blurry, sometimes not. But the amount of VRAM has a significant impact there, less memory will encourage such "errors". Imho that was a very bad deal. The 1060(3GB) is only ~10% faster in pure GPU power but you traded 4GB down to 3GB. And also from fast 4GB (384GBit/s) to slower 3GB (192Gbit/s). The performance difference between a 1060(6GB) and a 1060(3GB) is bigger than between your R9 390 and the 1060(3GB). Note that the VRAM is not the only difference between the 1060s. The 3GB-Variant uses a slightly smaller GPU with less shader units. From other threads here i got: For ultra textures at least 6GB is recommended. Some people even say with "just" 6GB you should better stay on only "high" and use "ultra" only if you have 8GB. Can't confirm that last one, but 6GB seem to be accurate. When i last payed attention to VRAM usage, my tool said 7d2d used 5,5 of my 8GB with ultra textures.
  10. Just a quick idea. Does it work to include POIs in DF that contain working indoor farms? I think about an abondoned weed lab or a or a construction market that contains a garden (outdoor) area having a working irrigation system. Not a huge farm, but like maybe 10-15 farm plots with working water supply? Would imho be a nice find in early game. Is there any interest to include such DF-specific POIs?
  11. Probably, but if i understand the xml comments correctly, it only affects if you can plant something on that block. But that doesn't necessarily mean that there are other code paths, that don't use it for other purposes. But i won't test that (now) because i don't want to modify xmls i'm currently using for a multiplayer party.
  12. They don't need a farm plot, nor tilled soil. If they have grown to full stage and you hit them with an axe, you obtain some wood and apples. The tree itself then returns to "grown" state. A sappling requires ~4 hours to grow to "grown" state and another ~4 hours to grow to "final" state where you can harvest them. If it is grown once to final state, you can harvest them once and it returns to "grown" state (visually fully grown, but without leaves). So once grown fully, you can harvest them every ~4 hours. According to my experiments at least if it is planted on dirt, but it takes longer if they are on snow or sand. Haven't tested yet how it performs on farming plots, but i assume it should be the same as on dirt.
  13. Next farming outcome: Appletrees on dirt grow MUCH MUCH MUCH faster than on snow or sand. I harvested my dirt-appletree 3 times until that ones on snow or dirt grew only once. And now the dirt-appletree is grown again. I guess that's a vanilla issue, as there several trees on snow or sand also don't grow to their full stage. However appletrees do grow, it just takes ~3 times the time. And as i experienced (and read) from vanilla, it's not the biome they are in, it's just the block they are planted on. I guess that applies to all form of fruit trees.
  14. They do, we have enough meat, but just eating boiled meat and occasionally bacon & eggs if somebody found eggs is very anoying. And even 25 boiled meat (which is a full stack of meat) is not much for 8 players. And it doesn't increase wellness, too.
  15. But I do. And as i said, i'm playing multiplayer, not singleplayer. And i am the farmer of the group, so i have to feed not just me, but other 6-7 players. That makes things a little different.
  16. Yep. Doesn't need to, but i want to understand it anyway. That's what i like, optimization. 😛
  17. I know. But in vanilla my stuff grows far more simultaneous, with only few minutes difference. In my testings it's not about +-30min, it's hours difference! And the issue is not the theoretic time, but that it seems some plants omit grow stages/ticks. After 4 hours, where in theory even in the worst case everything should be fully grown, one third of the field is still "seed" and didn't even evolve to "growing". And that's where i'm trying to figure out why.
  18. Plants grow by a timer, it doesn't matter if it is day or night. The will grow to their final stage after a certain time (in DF it is ~4 hours, in Vanilla iirc its ~3 hours) and that is not even dependent on your day length but realtime. Even if you play with "night all day", normal plants will still grow without any grow light needed.
  19. Being water there once doesn't seem to help. I don't watch all of that 4 hours straight just to watch what i does. But from my understanding a water block (or more) are depleted and require to respawn first, what doesn't happen necessarily immediately. Also how many water depletes seem to dependent on either the plant an/or in what order the ticks happen and how many of them happen in the same tick. A 5x5 grid even 4 of them next to each other works better. I assume because then you have 4 sources of water to respawn at any time. Since i now have some.... understanding... how it works i don't have a problem either. But i'd like to understand how it really works. As a i said: Using huge enough farms works, because "enough" stuff will grow, however i'm interested in why some plants don't grow. I'm the farmer in a 7-8 player group and my task is to feed them. And in this case it is not sufficient to make a 30x30 field and just hope enough of that will grow in time.
  20. God damn, clicked quote instead of edit.
  21. Further testing: Irrigation with pipes also work with tilled soil. Make sure to have the water source from the irrigation pump at least 5 blocks away from the nearest plant. Otherwise it may use the water source to grow. Happend twice in my testing now. So obviously they don't use the nearest water source necessarily. Placing a farm next to a natural water source (rivers, lakes) seems not to deplete them. Edit: Plants next to a natural source even grew with being up to 6 blocks away from the next water block. I planted them intentionally expecting them not to grow, just for verificitation. I didn't plant anything even further away because i didn't even expect them to grow. I'm finally totally confused. Fruit trees seem to grow slower on sand and snow (from grown state to harvestable). At least i harvested that one on dirt now twice, and the other two on snow and sand didn't grow to final state once. Or there is a really large number of random added. Water depletion seems to be... random. A 9x9 field with only one rain catcher worked nice for yucca, but sucks with different kinds of seeds (potato, corn, wheat, tomatoes, pumpkin, ...). Also my water-block-only test grew a 4x4 of potatoes fine, but sucked with corn, only grewing 1-3 plants (one stage, not to final stage) with one water source. Don't know if that is intended. Seems to me more like a "synchronization" problem with growing states and what water source is used. If some of the plants "share" the same growing-event, one water source seems to be enough for all of them, however if they grow in different ticks, the water source is used up already. How much area a rain catcher spills seems also to be random. From my testing it isn't even sure it spilles a 5x5 area completely. In worst case it seems only to be 3x3 for sure, but maybe up to 7 blocks on one side. Edit: Apple tree on dirt now grew the third time to final stage. That one on snow and dirt not just once. Seems to me like growing is more or less random. For sure it works if you plant "enough", because most of them will grow, but finally nobody seems to understand what grows and what not... and why.
  22. Update on my farming experiments: Using farming plots with irrigation pump and pipes under daylight seems to work without modified seeds and without farming lights. Pipes seem to work as water source, because stuff grew also with 3 blocks distance. But they don't deplete (or are immediately refilled), so it works very reliable. Haven't tested pump & pipes with tilled soil yet.
  23. I did another test with a 9x9 and it seemed to work, however i can't tell if it also works reliable all the time. I supported the dirt layer with as few wood frames (or wooden bars) as possible, both don't block the water. Don't know if it counts as water block too, but at least the water flows through it and also fills blocks behind. Another finding was, you should really build that on flattened terrain, because the smoothed natural terrain seems to close gaps between the self built dirt layer and the original ground and water won't get through them anymore, depending how much the smoothed terrain is raised from its original block structure. However if the terrain is lowered (wood frames seem to hover), doesn't seem to be a problem.
  24. How do the animal snare and the chicken thing work? They spawned once after i placed them. Hammer says i need animal food to repair them, however even if i have this in my inventory, it doesn't repair them.
  25. Ok, so that also confirms my observations. It's ~4 hours to grow them to final stage (if there is sufficient water at every growth tick all the time). I never read that. You could have said that when i asked first why i doesn't grow. But ok, so in the end you confirm my observations and theories on how it works. Since i know the times now and how the water consumption works, i can deal with it. Didn't expect you to do code dives and hand out detailed numbers, but i expect you to know how it works in general, and obviously you do.
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