Yes, it’s quite possible I missed a queen. But going from an insignificant number to 1500-2500 ants (I used the console to check game state to count) in a single day is far too excessive nonetheless. The huge slowdown in game performance pushes past the point of “really hard” all the way to “frustrating enough to make you quit”.
It’s not the first time either. Ants spawn so fast that if they appear on map while you’re sleeping, it’s usually too late to reasonably wipe them out by the time you take up. Unless maybe you’re willing to waste tons of rare and valuable ordnance in exchange for meat and chitin. Which is usually isn’t.
So when you see ants, you just have to leave the area to escape the lag. For me, they’re nothing but an area denial weapon… but if that was the case, radiation can do the same with a ton less lag.
No changes to any monster settings. Though I do have multiple Z-levels on, which is why ants could appear where there were none after a day underground in the lab.
Since experimental build 6869, I’m getting this critical error:
9:3:57.978 : src/main_menu.cpp:615 [bool main_menu::new_character_tab()] Error: data/mods//PKs_Rebalancing-master//pk_regional_settings.json: line 134:28: city: "houses": { ... } required for default
"type": "town",
"shop_radius": 80, "//": "determine radial frequency of shops / parks / houses for towns. tldr: less means more",
"park_radius": 130,
^
"//": "this is not a cut and dry % but rather an inverse voodoo number; rng(0,99) > VOODOO * distance / citysize;",
"parks": { "//": "weighted list for park overmap terrains",
"park": 4,
9:4:10.168 : Log shutdown.
Is any1 else having the same with experimentals after 6868?
EDIT: Forgot to mention, PK mod version is the latest release from github at the time of this post (5.5.8)
Pisskop… Modders like you provide hours of fun for a lot of ppl… But that doesn’t mean you have to feel obligued to do it. I just did a precisse report just in case was a weird combo of mods in my case…
… Sorry if it looked like somekind of urgent request or anything… I was just trying to be precisse so, when you had the time, you could spot fast which build triggered the error. In the future I will be more careful in the way I report things.
…Excellent mods like yours deserve a Main Game version rollback :)… Not the other way around. I just rollbacked to 6868 while waiting :).
Yaay! I luckily found out version 5.3.5 of pk mod works with the android version, a little weird because after that version its just open field and forest with no roads
While i was lurking on the posts on august to understand why the pk mod doesnt work with the android version i read something about terrain something so i copy and pasted 4 overmap json from 3.3.5 to 5. version and made anew world and it worked there are cities and there are no errors about: overmap special and default groundcover
Question for someone who likes the ideas of your mod, but is kinda iffy on getting shredded so quickly: As the developer, do you have any general advice for tackling this mod?
Also, do you have a list for all the mutation trees you modded. I’m pretty sure you modded Chimera to have quills, but I’m not sure what else.
I dont have a full list, sadly. But I did some tweaking around.
Search that for the name ‘chimera’ and whatever traits it will pick up will pop. Anything that has thresh_chimera requires you to pass the threshold before it will seek to acquire it. Otherwise it will just seek nonthresh traits.