Thralls die for no reason into the void (maybe fall down to the map on special location

Basic Info:

Platform: Steam
Issue Type: Gameplay
Game Mode: Online Private
Server Type: PvE
Map: Exiled Lands
Server Name: Kaiowas-Kurai
Mods: no mods


Bug Description:

Thralls die in the void because of living settlement


Bug Reproduction:

Happens random but constant. Thralls port into heaven to the location middle of “The Breach” and “Freya’s Hovel”, Then they died randomly.

Hello Funcom, if I weren’t playing Conan on my private server, where I can constantly replace thralls via admin, I would really sue you. Please finally take care of this bug; simply turning it off cannot be the solution. Just make them immortal or spawn them somewhere else if they can’t find their way. Kind regards, Kaio

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sue? As in Lawsuit?

LMAO

Perhaps also a walk of shame through my villages. Who knows? :thinking:

push

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Push

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happy new year push

Push

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i think this issue is present and known since they introduced living settlements. the best thing you can do for now is to disable it, till they fix it

Sure but i will use the living settlement and its a thing that should be fixed. Its not a “little” thing in my opinion.

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I would like to know what is so different in what you’re doing in comparison to what I’m doing.

I have living settlements enabled and I’m not having any serious trouble at all.

Allow me to elaborate:

I built a “settlement” on a one acre plot: 18w x36d / 91.44m X 45.72m (this time on the southern shore of the “noob” river) just north of Narrowneck Span and just across the water from a middle island with a big enemy camp on the north side of the river.

I have 9 buildings which include 1 water-well shelter in the center, 4 complete workshops and a kitchen on one side, then my simple two story dwelling with 2 barracks for 8 workers next door (not including the entertainer). I also currently have 4 fighters and a Tiger to keep the imps out.

I’m still currently searching for prisoners to complete my lineup of workers which include -Smelter, -Armorer, +Tanner, +Alchemist, +Carpenter, Blacksmith and +cook.

Everything is behaving normally with one exception of one worker who occasionally gets stuck at the Tinker’s Bench.

What’s your setup?

I’ll fill you in with what my partner and I have done on our personal server. There are at least two other large settlements across the map with full compliments of NPCs. We have one huge, heavily armed level 10 ready, purge bank guarded by a lot of fighter/archer personnel along with 2 Liu’s, one Fraya and two frost giant bodyguards. Also nearby is our little management dwelling which houses the complete set of workers with corresponding work stations all contained in 1 building.

We’ve had no serious problems.

absolutely they should. it is a major feature, but well im not confident they can iron out the issues, there are bugs present since game launch, like the dissappearing knocked out thralls and corpses. lets hope for the best :slight_smile:

It’s not about how serious it is at all. I run a very heavily populated RP server with dozens of cities, and there are well over 200 thralls there. And it runs pretty good. Maybe one dies per week. Sometimes only two die in five weeks. I’m on the server for at least five hours almost every day. My problem isn’t really that big either. The fact is, however, that thralls in the Void die for no reason. Not many, but they do so because of pathfinding problems. I suspect it has to do with how close an object (e.g. a chair) is to a table and whether the thrall can leave that position correctly (thats the case that thralls port into the void because no pathfinding). It’s not that I have a huge problem with it, since I run the server purely for cosmetic and roleplay purposes, I just spawn a new one. But that doesn’t change the fact that it’s a bug. If so few Thralls die in relation to the total number, then in my opinion it can’t be a huge problem. It’s not like 3 Thralls die every day. No. Sometimes it’s one a week, sometimes none a month… and suddenly three at once. There is no system behind this, but rather an object streaming error when Thralls cannot leave objects correctly (this shows in the ConanSandBox.log for example). Settlements where I have only set up 3 objects for interaction with 50+ Thralls run 100% error-free. Settlements where I have 50 objects to interact with and 10+ Thralls die regularly. This is reproducible in my eyes, and that is why I am pushing the post. Please don’t take this as an attack, it’s purely ‘why I’m doing this. As a server administrator, I test things every day and try to improve the game as part of the community and provide input to Funcom. I may be wrong in my tests. Maybe not, but I would like to do something constructive because I enjoy it.

I’m not taking it personally.

I just wanted to know what the difference is between our setups.

Thanks for clarifying that.

The main differences I can see are clear.

1st is that I build modestly.

2nd is that I have less population.

Believe me, I use to build big .. but nothing like big cities.

I guess I’m not that ambitious and knowing the limitations of the engine, I’m not anxious to push its limits.

The biggest problem is that the engine is not designed for such content and needs a fundamental rework but keeping it “small” shouldn’t be the goal. They grew up with the game.. You can compensate for this with powerful hardware and a good server, although you can’t kill everything. Even my 4090 reached its limits back then, not because of performance, because of limiting and without an X3D with at least 32 GB of RAM, I probably wouldn’t even touch Conan. However, Living Settlement is not programmed cleanly, like many things, because Conan Exiles has grown inconsistently with features that constantly bloat the game file. The warnings, errors, outdated mods, etc. alone, which cause the logs, server structures and processes to explode over a certain period of time, are enormous. I’ll be completely honest. I wouldn’t play it without powerful hardware (And the sad thing is that it is not being used to its full potential because it is no longer ‘allowed’ to. It is an older game and it also blocks new hardware in this respect.) and a absolute outstanding support community. There are so many things to consider, rules to follow and, in some cases, files to ‘clean up’ with scripts, etc., which is unbelievable. That shouldn’t be necessary. I know I’m complaining a lot now, and Funcom probably has completely different interests, but trust is a good foundation for new games and more marketing. It runs quite smoothly for me, maybe i cry a bit to much ;). I have despite very large cities with lots of details, but a little polishing could make a big difference. Things are going very well for me, but they could be so much better if you just put in a little effort. But we have to be honest, Funcom doesn’t seem to be interested in that at the moment. Living Settlement is nice, but no Player ask for. We ask for performance, bugfixing, polishing. Unfortunately. I really love the game and the outstanding mod community, thats the Case i’m fighting. Thank you for the exchange. Some people feel directly attacked, and I don’t want to make anyone feel bad with anything I say, so I just wanted to be sure. :slight_smile:

push

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