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but yeah, it is no problem the base game should cause, and either the error is caused by mods or there is something wrong with his PC..... or a third option, but as of right now, i don't have reason enough to call it that
Playing today i had about 6 animals just stop in place. They had a task but did nothing. Some also gave a starvation warning, but still had near full food, My pawns even didnt update their job tasks right. They kept hauling instead of their higher priority tasks.
Quitting to the menu and reloading fixed it. And it seemed to be caused by a raid going into a killbox that had them overly clump up to spaz out a bit.
1 mod (trading spot) and the DLC.
i would suggest going to the offical forums and post it there, it might be a real problem... or that one mod is causing some kind of unknown bug for you (i don't use trading spot)
Nah but for real theres prolly something wrong with your pc
https://steamcommunity.com/sharedfiles/filedetails/?id=1204108550
i am using that mod, and i don't see a problem when comparing combat with non combat
I've been seeing this too, pawns will just freeze in place and SEEM like they're just doing their thing when you check on them, but they don't move until i draft and undraft them. Had a fluffin hauling chemfuel get stuck on a wall outside my base during a raid. Only option i had was to melee it to unsconsciousness and haul that fuel back in lol
Quite a few. I'm doing this playthrough differently than normal, though. I assumed that in all of my last playthroughs it was the mods that I was using, so this time around I started with an absolute minimum QoL modlist in addition to zombieland. BUT...Every single time I play a session of rimworld, I find something that just doesn't work like I think it should and..."I bet theres a mod for that". So now I'm bordering on 100, I would estimate? definitely 50+.
I restarted this game to play the zombieland mod, I'm matching my settings to a youtuber with a similar system to mine, but I'm using a lot more mods now.
Setting is 2500 max zombies. It runs fine until they start to rage, and then i might as well get up and do housework cause the gunfight is gonna take a while.
IDK if I need to go through and re-order the mods, or if one of them is causing them to have more complex paths than they should, or if it's just TOO MANY, or what.
Yes, that's one that I'm using. I wonder if it would work better if I told them to hold fire until they were in position. I'm not 100% on this, but it SEEMS like the lag increases when either A) I draft my colonists or B) the zombies rage.
I've lowered my max zombies to 1k.
When I've got about 800 ambient zombies on the map and I've got a few colonists drafted to scavenge, everything works just fine. When an 'event' happens and spawns 800 of them at once, everything goes haywire.
there is your problem. as you stated (maybe without knowing it), everything works fine until all the zombies are trying to pathfind at the same time.
there is a different behavior (and different calculation) involed in a pawn wandering aimlessly (i.e. 3 blocks to the left 1 down) or pathfinding from A to B, calculation where the fastest route would be.
many times, you see pawns not taking the best route (in your opinion), i don't have looked into this, but i believe this is some kind of fallback mechanic to prevent a pawn from calculation his pathing for more than X times, resulting in extrem slowdown of the game, instead, they'll use an 'ok' route to prevent this.
the zombies may have a similar behavior, the only difference is the amount of zombies trying to pathfind at the same time.
neither memory nore GPU can help you with it, and getting more cores on a CPU doesn't help you in this case either, the game only uses 1 anyway, and the faster that one is the faster the game can calculate those pathes.
ofcourse, the amount of zombies in this case will slow down every CPU, even if the zombie mod were your only active mod
edit: this is ofcourse not a rimworld only problem. other games like dwarf fortress often times don't die by the hand of an invader but by the paws of way to many cats trying to pathfind around the city