Hey Chris, wanted to thank you for uploading the 0.30.1 patch! It really fixes a lot of the problems most of us have been having. No more ghost towns, importing buildings (YES), and fixing those mental shopkeepers. It is truly a dream come true! Thank you for caring about the bugs we submit, very fast feedback! Can't wait to test this patch!
EDIT: Just tested the patch, great loading times, fixed the ghost town (THANK GOD), and no more loading-crashes. I'll continue to test it a bit more, I'm going to try to import my buildings and team in a new save.
Thank you for patch 0.30.1
I'll add on 0.30.1 feedback here, for simplicity's sake.
Imported team of 10 into new game (no buildings imported). Noticed that some shops in Brink had moved, probably to simplify aggro from outside of town.
Flophouses are nice, since healing was completely free before. Some of the beds (1 in Brink at the least) have blocked entry nodes being too close to the wall. The cost isn't high for an established team, but might be high for a brand new character/game.
Zone loading is very quick on my quad-core now. I have multi-core enabled, and am not seeing any performance issues at all. No lag, no stutter, no pausing.
Quick saving (at least in this new game) is so far working. The problem many of us were having before is further from Brink, so I'll keep an eye on it and see if it occurs again.
The "Medic" function I always use from my main is somehow broken now. I have to repeatedly press it and force him to move from team member to team member. Prior to this he would automatically do everyone within range.
I paused the game and Alt-TAB'd to write this feedback, and perhaps 20 seconds after doing so the _core.exe process crashed (windows crash). The game didn't produce a crashDump file for it, but I'm attaching the Ogre.log and error.log files that have the same file timestamp as the crash.
Edit: Reloading the save just prior to my Alt-TAB crash, showed me the enemies I had just beaten were nowhere in the area. Their unconscious bodies had disappeared. If that had been a named or important NPC, would they have disappeared as well? Might be potential for game breaking problems down the line.
Imported team of 10 into new game (no buildings imported). Noticed that some shops in Brink had moved, probably to simplify aggro from outside of town.
Flophouses are nice, since healing was completely free before. Some of the beds (1 in Brink at the least) have blocked entry nodes being too close to the wall. The cost isn't high for an established team, but might be high for a brand new character/game.
Zone loading is very quick on my quad-core now. I have multi-core enabled, and am not seeing any performance issues at all. No lag, no stutter, no pausing.
Quick saving (at least in this new game) is so far working. The problem many of us were having before is further from Brink, so I'll keep an eye on it and see if it occurs again.
The "Medic" function I always use from my main is somehow broken now. I have to repeatedly press it and force him to move from team member to team member. Prior to this he would automatically do everyone within range.
I paused the game and Alt-TAB'd to write this feedback, and perhaps 20 seconds after doing so the _core.exe process crashed (windows crash). The game didn't produce a crashDump file for it, but I'm attaching the Ogre.log and error.log files that have the same file timestamp as the crash.
Edit: Reloading the save just prior to my Alt-TAB crash, showed me the enemies I had just beaten were nowhere in the area. Their unconscious bodies had disappeared. If that had been a named or important NPC, would they have disappeared as well? Might be potential for game breaking problems down the line.
- Attachments
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- Kenshi.zip
- (23.43 KiB) Downloaded 144 times

Further feedback/bugs:
Upon visiting Shark (new world with imported chars), I noticed the lack of NPC shopkeepers. They apparently were citizens with no inventory, no customized clothing/etc. The town had guards as one might expect, but absolutely no one to sell anything to.
I've attached the most recent save while in Shark, using 0.30.1
Upon visiting Shark (new world with imported chars), I noticed the lack of NPC shopkeepers. They apparently were citizens with no inventory, no customized clothing/etc. The town had guards as one might expect, but absolutely no one to sell anything to.
I've attached the most recent save while in Shark, using 0.30.1
- Attachments
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- current.zip
- (267.1 KiB) Downloaded 138 times

Feedback regarding Flophousing:
Outposts don't currently take advantage of flop-beds, meaning that while they are bastions of safe haven due to a guard presence, you cannot actually rest there, or carry a wounded/unconscious person there to heal up. Might want to either reconsider disabling beds at outposts, or make them flop-beds which cost cats.
Outposts don't currently take advantage of flop-beds, meaning that while they are bastions of safe haven due to a guard presence, you cannot actually rest there, or carry a wounded/unconscious person there to heal up. Might want to either reconsider disabling beds at outposts, or make them flop-beds which cost cats.

New information on the empty towns issue:
As indicated in prior reports, new game with imported characters. First visit to Clownsteady, the area load that created the town was extraordinarily long (on a 4ghz quad core with multi-threading enabled) - on the order of 5+ seconds. When I arrived at the town, it was devoid of NPCs. There were no bodies in or out of town to indicate a fight occurred either. The only NPC-style character in town that I saw was the bartender.
Save is attached.
Edit: I should note, that NPC guards were present, just no shopkeepers. Not even civilian placeholders.
As indicated in prior reports, new game with imported characters. First visit to Clownsteady, the area load that created the town was extraordinarily long (on a 4ghz quad core with multi-threading enabled) - on the order of 5+ seconds. When I arrived at the town, it was devoid of NPCs. There were no bodies in or out of town to indicate a fight occurred either. The only NPC-style character in town that I saw was the bartender.
Save is attached.
Edit: I should note, that NPC guards were present, just no shopkeepers. Not even civilian placeholders.
- Attachments
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- current.zip
- (304.06 KiB) Downloaded 147 times

Crash while right-clicking a NPC (I believe it was a shop guard standing outside Brink's armor shop). I was checking to see if he was an NPC trader who had wandered outside. Windows threw an APPCRASH on _core.exe:
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I received no crashDump zip on it from Kenshi at all. Kenshi's error.log continually complains about Thread Errors, and that it is busting down to 1 thread successively. I can disable multiple cores/threads, but that might not help find problems. error.log is attached
Code: Select all
Problem Event Name: APPCRASH
Application Name: _core.exe
Application Version: 0.0.0.0
Application Timestamp: 508e7df5
Fault Module Name: PhysXCore.dll
Fault Module Version: 2.8.4.6
Fault Module Timestamp: 4e13dc97
Exception Code: c0000005
Exception Offset: 000315c8
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 1033
Additional Information 1: 2bd4
Additional Information 2: 2bd4a11e1d478db1eec5968e7aefc562
Additional Information 3: 3c29
Additional Information 4: 3c29b40580068741e84ae41140ff9065
I received no crashDump zip on it from Kenshi at all. Kenshi's error.log continually complains about Thread Errors, and that it is busting down to 1 thread successively. I can disable multiple cores/threads, but that might not help find problems. error.log is attached
- Attachments
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- error.zip
- (226 Bytes) Downloaded 147 times

Random crash this evening, wasn't doing anything specific other than looking at a shopkeeper's inventory. No crashDump produced, the best I have on this is the Ogre.log file.
At this point, I'm crashing or experiencing problems about every 20-25 minutes of gameplay. I'd be glad to continue debugging via play, but should probably turn off multicore and fancy shaders in the meantime (given that they may be contributing to problems).
Ogre.log is attached.
Edit: Crashed with fancy shaders off and force single thread on, about 7 minutes after a load. Was looking at a character's inventory, nothing more. No crashDump created. Will put off any further testing until we know a bit about what's causing it. Debugging without traces is nigh impossible anyway.
At this point, I'm crashing or experiencing problems about every 20-25 minutes of gameplay. I'd be glad to continue debugging via play, but should probably turn off multicore and fancy shaders in the meantime (given that they may be contributing to problems).
Ogre.log is attached.
Edit: Crashed with fancy shaders off and force single thread on, about 7 minutes after a load. Was looking at a character's inventory, nothing more. No crashDump created. Will put off any further testing until we know a bit about what's causing it. Debugging without traces is nigh impossible anyway.
- Attachments
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- Ogre.zip
- (22.69 KiB) Downloaded 229 times

Since changing to 30.1 i now have crashes about once every half hour. The crashes range from watching my squad run to clicking a move order to loading.
No crash dumps were created as far as i can tell.
I am forcing single threading.
No crash dumps were created as far as i can tell.
I am forcing single threading.
- Attachments
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- Ogre.zip
- (20.06 KiB) Downloaded 142 times
- Captain Deathbeard
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Thanks, I have fixed most of these issues now, update soon.
Thanks for these quick updates. I'm having minimum problems with this current patch, aside from the random crashes sometimes. But that's ok because I'm not sure what's going to happen when the patch for women comes out. All I know is.. Somebody in my squad might need to die.. Because it has 20 reasons to be a sausage fest.Chris_The_Great wrote:Thanks, I have fixed most of these issues now, update soon.
Go Kenshi!
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