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I am not sure what exactly affects auto-reclaim of bodies, but I will list down what I did in case they do help:
1) I empty all bodies (including clothing). I destroy those things that I don't need/want instead of leaving them on the bodies. Not sure if engine have preference to reclaiming empty bodies over those with loot in case player still wants them.
2) I move the empty bodies to the same spot/area, usually within range of my guard towers, to draw hordes into the range of archers. Not sure if many bodies in one area hasten the "reclaim" process.
3) I do move some bodies (named NPCs) outside of visible area of my base, more to prevent ... ahem.. "misunderstandings" from NPC communities than to get rid of bodies though. for raiders, I usually just process them like nameless infected). Not sure if bodies in "inactive" areas are reclaimed faster.
I forgot which map size I am using, but it should be larger than 1km version. It may be that the total number of agents on a larger map makes game engine reclaim bodies faster too.
Dunno whether these help.
Recently I've been testing out some mods for invaders and discovered there is a population cap (number of agents )for each "type" of community (i.e. normal, roving refugee, roving trader, ambient looter, etc). When the cap is reached, the game will remove a community that's no longer in play, meaning it could have left the map (refugee, looter) or everyone in the community is dead.
The number of communities can be viewed in the debug menu under "community list". The reason why refugees and raiders (ambient looter types) are removed faster is because they are either dead or have left the map. Normal communities can linger longer depending on how fast their base gets occupied and therefore the refugee or looter switches types and becomes the new "normal". Burying the normal communities doesn't speed up the process, they are still a community but a dead (and buried) community.
For me, when I get tired of looking at them, I'll dig a pit trap then demolish it and pile the bodies into that little hole. The bodies clip so they don't overflow the hole. After they have been "skinned" by the infected they make good "gawking" lures. Everyone who sees a body of an ex-human (named) will always have to comment on it and it's funny to lure raiders to a pit trap area with dead bodies ... "sucks to be you", then as they leave they walk over the trap, haha.
currently on the latest beta. I don't remembering fiddling with any cap. I DO run a number of mods but should not be affecting population caps etc.
EDIT: forgot to mention something potentially relevant: I run the game in windowed mode (and usually play some youtube video/music on the other monitor)... I don't know if this has that much an impact on frame rate brought about by number of dead body objects though, unless we are talking about hundreds of them (I don't think I've ever reached even 20 corpses within vision range in-game)
Yeah. come to think of it, I can't really say I've ever seen a body whose prev community was still alive despawn on its own. It was supposed to be for burial/reclaim items so it makes sense. Though I don't know if they will despawn after the community dies (which also seem sensible). Perhaps traders/raiders/refugees uses similar mechanics underneath, just that they die/leave the map faster.