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with just buildinfo in the same worldsetup with a fresh world it doesnt happen.
and yeah my ryzen5 3600 might be becoming old but can still handle much more stuff going on in se.
the config part was something i already did as that is part of a clean modredownload (which is deleting or moving to a backup location all modrelated files inside the main storage folder and worldspecific storage folder as well as inside the workshop folder of the steam library in which se is installed before resubbing to a mod you have done it to to trigger a downlaod of the modfiles while se itself is closed and then not touching that download till its finished).
might be just a hickup thingy going on and as its just annoying and not breaking it i would sort it for now under inconvienience and keep an eye on it.
I don't really see how this mod can affect that though, if you remove this mod from that world does it suddenly work fine, no flickering?
I don't suppose the CPU is struggling to keep up with that empty world does it? Even my old 2012 i5 CPU would handle it at 1.0 sim and 60fps, so I really doubt that's the issue but I dunno, activate steam's detailed FPS view to see frame history maybe it has unusual dips. You can see mine here where the graph is just a line =) https://i.imgur.com/Ov8Ev7o.png
here comes the testworld, freshly made with freshly started se on a freshly started pc.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3518113017
can make it happen with just selecting both batterys of the space respawn grid.
if no one else is able to reproduce it could it be related to soft or hardware differences?
while i dont have a true potato here a pc from 2019 slowly shows its age.
so far i did not touch pluginloader or stuff that are to my understanding works similar.
i was just in my testrunphase (so fresh world with just the mod i wand to check out and its requirements on the first test and then adding just a single mod and its requirements to it in another fresh world and repeating it till i either find a problem or have all the mods i want to use in the world) as i encountered that little infoflickering thingy.
Can you start the game (exit the game entirely to desktop if already running) and load that starsystem world directly, no other worlds loaded before it because mod stuff can leak and cause issues in other worlds.
If it still happens after doing that, can you publish that world and link it here (or zip it up and link that, either way I want to try that world).
Hmm also, are you using pluginloader (or similar)? If so try without that first. Or any other modifications, like reshade? Try temporarily turning the effects off too.
intermittendly the lower right corner wher you can see for example the amount of batteries selected and calculated together goes away and comes back shortly after, basically like a very fast diashow, instead of showing constantly.
did try to catch it on a screenshot but after over 2 dozen failed attemps i either lack the timing for it or its happening just too fast to be catched.
have already checked if there might be another mod interfeering by making a completly fresh world based on the star system map with no changes to its settings beside adding fix lcd support and buildinfo and also did make a clean modredownload and file integrety check to sort that end out.
I'm not sure what you mean, is this breaking something on buildinfo? if so what exactly? show an image if applicable.
is there absolutly no way around it?
Thing is, I already talked to Darkstar long ago when we found this with the issue and how to fix, then I think again later when someone else took over.
I also made an experimental mod that manually triggers the things https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3361127571 - but it has issues as the comment there mentions (which I've not confirmed or looked into, it's a rabbithole xD)