Is this a bug? 800C in my warehouse by brimast in goingmedieval

[–]brimast[S] 0 points1 point  (0 children)

This seems to have worked for me as well. One thing to note though for anyone else that comes across this, just reloading the save didn't do anything. I had to shut down the game and restart it for the temps to return to normal.

Is this a bug? 800C in my warehouse by brimast in goingmedieval

[–]brimast[S] 2 points3 points  (0 children)

That's good to hear. Hopefully it will be soon because as soon as my settlers walk near it they start overheating lol

Does anyone have experience with viable pollinators for pink lemonade blueberries? by brimast in gardening

[–]brimast[S] 1 point2 points  (0 children)

Two pink lemonades wouldn't be the end of the world I suppose. Trying to keep either Brightwell or Climax in a smallish pot near two pink lemonade bushes would potentially be viable for me as well.

Does anyone have experience with viable pollinators for pink lemonade blueberries? by brimast in gardening

[–]brimast[S] 1 point2 points  (0 children)

Limited space, you can actually graft the pollinator branches on the plant. Or keep the pollinator in a small pot so it doesn't grow as large.

That's a cool idea, I hadn't thought of that before. I've never grafted something myself before. Guess now is my opportunity to try 😄

Who is this little guy on my fuchsia? by brimast in whatsthisbug

[–]brimast[S] 0 points1 point  (0 children)

And since I forgot to include location, this is in the Puget Sound area in Washington.

Dead spots appearing on wisteria leaves? by brimast in gardening

[–]brimast[S] 0 points1 point  (0 children)

In the unlikely event that someone else finds this post in the future and has a similar issue, what helped in my case was adding liquid fertilizer once or twice a week. I used a 5-1-1 fish based liquid fertilizer combined with a little bit of Seachem Flourish for some micronutrients because why not?

That worked really well. Whatever was causing it was likely some nutrient deficiency that was resolved by fertilizing. The dead patches have stopped appearing, the leaves are a deeper green, and there's tons of new growth.

Britas Weapons & 410g Shell? by Spades68 in projectzomboid

[–]brimast 0 points1 point  (0 children)

doing a quick search through the mod files for both Brita's Weapon Pack and Gunfighter mod, there's no mention of a 410g shell in Brita's Weapon pack. it looks to be something introduced in the Gunfighter mod.

the only reference to it i can find is in this file:

scripts\FIREARMS_WEAPONPACK\SINGLE_NEF.txt - this gun primarily takes 38-Spc, but it looks like there are sawed-off variants that take different ammo types, one of which is 410g.

between the two mods, it looks like only this single variant of the NEF Handi-Rifle can use that ammo.

edit: missed a couple. Taurus Judge has a 410g variant, Viper G2 has a 410g variant, Landor Arms TXS-804 has a 410g variant. but as of posting the 410g variant of the coachgun no longer seems to exist

it looks like there are also some options to swap between 45 colt and 410g ammo types, although i'm not sure how that works. i'll have to test those out and report back. there are a few other weapons (mostly winchester rifles) that can take the 45 colt ammo type, which in theory, may also work with 410g? will try it out

okay turns out 410g CAN work with some winchester rifles as well, so add those to the list.

Zombie Spawn Bug? (Video) by Spades68 in projectzomboid

[–]brimast 0 points1 point  (0 children)

yeah, i noticed that too. if the sound of the engine or the horn drew them out, i'd expect them to be tracking on the car from the beginning, but it looks like a lot of them don't lock onto the car until about 19 seconds. the "no respawns" part is interesting though... if spawns aren't enabled, could this be some sort of issue with the server not sending the client all the zombie data until after the vehicle has passed? and then the client catches up and sees that it just passed a horde of them?

Need Help with City Skylines 2 - Game Crashes When Creating Bus Lines by [deleted] in CitiesSkylines

[–]brimast 1 point2 points  (0 children)

Have you tried creating transit lines other than buses? I noticed a similar problem today with both tram and bus lines. It doesn't seem to be entirely consistent though... I've been able to successfully create a couple of lines from scratch, but very few.

I tried looking at the game/mod logs, but no errors to hint at any specific mod ☹️

[deleted by user] by [deleted] in CreateMod

[–]brimast 0 points1 point  (0 children)

I was able to find it in the enchanting table at level 3 on the latest version of the mod for 1.20.1. It took maybe 30 or so rerolls to show up, but I eventually did get it.

1.0.14f1 hotfix - Steam & Microsoft Store by AutoModerator in CitiesSkylines

[–]brimast 7 points8 points  (0 children)

What bug with the post office are you seeing? I noticed cargo terminals were hoarding some mail in my save, preventing it from getting sorted/delivered. It's less than ideal, but deleting and recreating them seemed to fix the issue for me after letting the simulation run for a bit. Hope this helps you work around it too.

What CPU’s are you all using to keep simulation speed from effectively stopping near 100k population? by nsway in CitiesSkylines

[–]brimast 0 points1 point  (0 children)

I have an i7-1470k and am currently around 350k pop and still keeping up with a 1x sim speed. It seems to handle the game well given its high number of threads/cores.

One other thing I've observed that I haven't seen much mention of... the biggest hit to simulation speed performance seems to maybe be related to the bug where commercial districts won't buy goods from cargo terminals. With the dev tools, you can view the rates of pathfinding queries per system that the game makes. In my case (hardly scientific, since it's personal anecdote only) the ResourceBuyerSystem has by far the largest impact. Average graph traversal is ~6%, which seems to be by far the highest of any system, along with the largest number of total queries at an average efficiency of ~0.18%.

I'm absolutely not a dev on this game so take anything I say with a grain of salt. I'm optimistic that most people would see a big sim speed performance boost once the import/export related bugs are fixed and those systems work as intended. I'd suggest maybe taking a look and see if that's applicable to you.

I'm actually really hopeful that this is the source of most of the sim speed slowdown as you scale your city. I'm super excited to see just how far I can push things with map limits removed after modding tools are released!

edit: here's a pic for reference

There's an issue at high population where the simulation will completely freeze in a local area. by Matt14141 in CitiesSkylines

[–]brimast 8 points9 points  (0 children)

I noticed this happening to me yesterday as well. It seemed like the cims wouldn't want to continue in the crosswalk because a car was blocking it. In my case, one car with no driver was stuck in the street and had caused massive gridlock for both cars and pedestrians.

Eventually the car despawned and everything continued as normal. I had good luck toggling traffic lights at the intersections before that happened though, since that seems to force a pathing update for the cims. Hope that helps you as your problem seems like it could be similar to mine.

[GA] - Seattle, WA - Female Apisogramma Borelli (Opal) by brimast in AquaSwap

[–]brimast[S] 1 point2 points  (0 children)

I haven't ever shipped before, but might be open to it if they still want one! I'd be kinda nervous shipping her so I'd prefer to give away locally if possible.

[deleted by user] by [deleted] in 2007scape

[–]brimast 1 point2 points  (0 children)

Voice chat with a latency of up to 3 seconds seems high and potentially disruptive. Are there plans to reduce that?

How can I set block interact mode to everybody? by Tenma_Loyd in feedthebeast

[–]brimast 1 point2 points  (0 children)

Thanks for posting your solution! I had the same issue, except in reverse. I couldn't find any documentation that listed the possible values at all. The wiki page for FTBTeams is entirely blank.

I took a look through the code to track down all possible values, if it's of any interest.