Project Zomboid

Project Zomboid

Superb Survivors!
Hobocop Aug 14, 2023 @ 3:30pm
Crippling performance issue
After playing with superb survivor for a while (a couple hours total) the fps goes from the usual 100 FPS to a hard lock 10-15 FPS, speacially when there's more than 3 survivors on your base. Looking on the web it seems this is an old issue with superb survivor. Sadly this is the only mod of its kind that offer all the cool stuff that it has. I didnt found a fix for the perfomance issue so im just wondering if any one else have found a fix or workaround?
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Showing 1-10 of 10 comments
Spify Aug 16, 2023 @ 6:05pm 
i have the same issue
venik2007 Aug 17, 2023 @ 12:08pm 
+1
itstehendz Aug 17, 2023 @ 12:17pm 
+1
henry Aug 28, 2023 @ 2:26am 
i think it is if you have a high survivor spawning as they will be all over the map and be doing things i see survivors more than zombies when i go outside myt base so i turned off survivor spawning and im waiting for alot of them to die for my performance to go back up as you cant just do kill all
MadMavn Aug 29, 2023 @ 3:14pm 
I've also used the mod extensively and have come to the same conclusion as @henry. I've found that I can manage around 10 NPCs in my base without too much issue, as long as there aren't a ton of other random NPCs in the area. My recommendation would be to start off by setting the spawn rate to "Very Low" in the mod settings until you've established your crew. Once you're good on people you can set it to either "Ultra Low" or turn it off entirely so you don't have a bunch of randos moving in next door eating your framerate.

Additionally i'd recommend turning off the raider event. It's a shame since when it executes properly its a fun time, but more often than not they spawn in and just end up getting stuck. It can be especially frustrating when this happens in places you can't see (like a forest) because it
creates a functional deadspot on your map tanking your framerate anytime you are in the area.

If you'd like to keep your existing save but reduce the lag from extra npcs here are two ways I've found to do that.

1) Change the name of your save file:
- The NPCs are linked to the filename so by changing it, you functionally wipe all the survivors off the map.
- Note: I'm currently unaware of any side effects this may cause on the back end, since technically they still exist somewhere in your savefile, but when I first discovered this (through a hard crash and loading a recovered save) my performance seemed to go back to normal.

2) Turn on the mods debug mode and manually cull the extra NPCs:
- When interacting with an npc in debug mode you should gain the option to "Debug: Infect&Murder Character". Obviously this is more time consuming, but if you don't want to lose the survivors you've grown attached to, this can be a secondary option.

You may also find some useful info looking through the github[github.com]

Finally for some extra performance boosts, outside of this mod specifically, you could increase how much ram your game can use. Video Tutorial

and / or

checkout the BetterFPS mod.

Good luck, hope this is somewhat helpful.
I don't know if this will solve your problem but try this https://steamcommunity.com/sharedfiles/filedetails/?id=2821231605, I think it is more stable?
Jack Danyal Sep 14, 2023 @ 6:28pm 
I just found out that too many survivors cause extrem lags, even if u just take 2 with me and drive far away from the base the fps drops from 120 to 60 - 70. So i had to turn it comepletly off because the starting sector seems full with them and i just have 10 to 15 fps. I hope this can be fixed in future, for now i guess i will take just 1 with me and build a base somewhere else.
Vicious Bug Oct 11, 2023 @ 10:20pm 
closing and re-opening the game seems to work for me.
Uncle Julian Oct 17, 2023 @ 12:54pm 
Hello there mate, got a few issues with superb where i have only one survivor currently, max ammo was enabled previously, but as soon as i load the game i only get 10fps. Seems to be incompatibility with Arsenal 26.

`attempted index: skip of non-table: null
function: QuestManagerKeyDownHandle -- file: QuestManager.lua line # 498 | MOD: Superb Survivors
java.lang.RuntimeException: attempted index: skip of non-table: null
at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1689)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:641)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1812)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:64)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:92)
at zombie.input.GameKeyboard.update(GameKeyboard.java:65)
at zombie.GameWindow.logic(GameWindow.java:249)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.GameWindow.frameStep(GameWindow.java:765)
at zombie.GameWindow.run_ez(GameWindow.java:681)
at zombie.GameWindow.mainThread(GameWindow.java:495)
at java.base/java.lang.Thread.run(Unknown Source)
`

`attempted index: getWeight of non-table: null
function: getLoadedWeight -- file: GunFighter_02Function.lua line # 1206 | MOD: Arsenal(26) GunFighter [MAIN MOD 2.0]
function: calcRecoilDelay -- file: GunFighter_02Function.lua line # 4412 | MOD: Arsenal(26) GunFighter [MAIN MOD 2.0]
function: Apply_Effect -- file: GunFighter_03Transform.lua line # 2376 | MOD: Arsenal(26) GunFighter [MAIN MOD 2.0]
Callframe at: setPrimaryHandItem
function: LoadSurvivor -- file: SuperSurvivorManager.lua line # 140 | MOD: Superb Survivors
function: SuperSurvivorsLoadGridsquare -- file: SuperSurvivorsMod.lua line # 247 | MOD: Superb Survivors
java.lang.RuntimeException: attempted index: getWeight of non-table: null
at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1689)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:641)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1812)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:64)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:134)
at zombie.characters.IsoGameCharacter.setPrimaryHandItem(IsoGameCharacter.java:2959)
at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.base/java.lang.reflect.Method.invoke(Unknown Source)
at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62)
at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:198)
at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:188)
at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1007)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1812)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:64)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:92)
at zombie.iso.IsoChunk.doLoadGridsquare(IsoChunk.java:3333)
at zombie.iso.IsoChunkMap.processAllLoadGridSquare(IsoChunkMap.java:155)
at zombie.gameStates.IngameState.enter(IngameState.java:715)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:145)
at zombie.GameWindow.logic(GameWindow.java:298)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.GameWindow.frameStep(GameWindow.java:765)
at zombie.GameWindow.run_ez(GameWindow.java:681)
at zombie.GameWindow.mainThread(GameWindow.java:495)
at java.base/java.lang.Thread.run(Unknown Source)
`
I build my base near the 3 West point mansions, so I'm generally pretty safe to have a ton of I'll tolerate the lag. I've had so many at once that when I added one more, the very first survivor disappeared forever.

I was playing today. I was downstairs reading books, helicopter event is going on. I had four survivors in one room on 'stand ground'. I heard the SQUISH sound, just assuming a zombie wandered near my base and one of my barn survivors (I let some wander around that aren't hostile but not in my group.

Anyway, went upstairs, found my favorite survivor dead on the ground. What the hell? They murdered her? I'm so confused. Is there something that can randomly cause a survivor to turn hostile? It's a dumb idea when you consider how doomed a one person mutiny is, given how I like to have friendlies around.

The only quote-unquote legit thing I can think of is that she might have been infected, but that doesn't make sense. I have infection set to 'none', and even if survivors aren't affected by that sandbox setting, I left the infection mortality rate at the base of 1-3 days, and she lasted for 7. I have no f'ing clue.
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