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Asyndic

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Posts posted by Asyndic

  1. Khaine,

     

    I tried your fix and it seemed to be more stable for longer, but after about an hour I got the stack overflow error again. Something interesting is happening when it occurs though. I swung and missed a tree and hit some grass. What happened next was hard to explain but the ground just exploded in an expanding ring of what appeared to be a mining cave in, though the ground didn't disappear. I could see the dust puffs you see during a desert area cave in though and it went on as far as I could see in the distance. Was actually quite amusing, well except for the inevitable CTD.

     

    Edit: I logged back into the world and looked at the aftermath of the expanding ring of doom. All the grass in the area was gone. I couldn't explore more because I immediately received the error again.

  2. Hi Khaine, love the mod!

     

    However, I am also getting a StackOverflow error after updating to 19.2 and 3.2. I have done several full wipes and re-installs of both the base game and DF using the mod launcher, as well as following your advice further up in this thread. The only consistent thing I am doing when the stack overflow happens is using E to pick items off the ground. After the error, I can still play for a bit ( only one CTD over several error runs), but I do notice that items such as stones, don't remove themselves from the game world even though I have received them in inventory.

     

    Thanks again for your development of such a fantastic mod.

  3. I don't know what else to tell you. When this issue has occured in the past, moving away from the trader has fixed it. Make sure the day is turning red to warn you that you do have a bloodmoon incoming.

     

    Other than that? I have no idea. You're currently the only person with this issue.

     

    Out of curiosity, how far away from the trader?

  4. Yep, Grease Monkey 1 gives the wheels recipe, which is mechanic only.

     

    You can get them by wrenching the random tyres found in the world too, just like you could in A16. :)

     

     

     

    Glad you've been enjoying it. :) I've made a few tweaks, so even if you get to that point, there's still "something else" to do in 2.2

     

     

     

    I have a suspicion you might be hitting max zombie limit. It's an issue in 2.2. Living at the trader also adds to it since the game seems to consider the guards to be zombies, even though they aren't.

     

    I do have a potential fix for that in 2.21. However, you can open the console (F1) and type this.

     

    sg MaxSpawnedZombies 100

     

    See if that helps. :)

     

    When horde night is done, run the same command but with either 60 (that's the game default) or 75 to lower the max count as 100 zombies is a bit laggy.

     

    200 is sheer hell. My laptop hates me for testing that.

     

    So, I did a full re-install of the mod, started a new game and this time didn't build inside the trader as well as used that spawn increase code and day 7 is still not a blood moon. I'm not sure if I should just let it ride and maybe it'll work itself out or if there is something else going on.

     

    Please advise.

  5. First, your mod is awesome!

     

    Second, I'm having an issue where the blood moon horde is just not happening on day 7. And not that there aren't any zombies spawning, the whole day is just not a blood moon day. I have 7 day horde frequency with a range of 0, so I'm not sure what the issue is. Any assistance in why this happens and maybe a fix, would be appreciated.

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