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Messages - Kreuzberger

#1
Could someone explain this in a way, computer noobs understand too? ^^ ---->

" Set the CPU affinity for RimWorld (or other programs) to on only for CPU0 and CPU1.
(I set it only for CPU0, having only a tri-core system.)
Set the affinity for all other running programs to be off for CPU0 and CPU1 for all non-RimWorld processes.
(Antivirus programs are important here.)

Set the process priority of RimWorld to High.
(Avoid "Realtime" priority. Bad things tend to happen with "Realtime" priority.)
Optionally, set the process priority of all other running programs to Low.
(This is useful for dual or triple core systems especially, and can help older quad-core systems. For newer systems, i5 or newer, the extra cores will usually pick up the CPU usage of other programs with little to no problems.) "

For example where do you set up these changes exactly?
Also, it would be a good idea to have a sticky thread only dealing with help/advice for the lag issues of Rimworld. I like Rimworld so much, I would pay for a final solution to get rid of these performance issues.
#2
Mod bugs / Re: A13 - No gamesaves possible
May 17, 2016, 05:49:28 PM
Well, I only downloaded mods, which had a "A13" in front of the title. :)

Anyway, I have tried to figure out, which mods caused the red warnings in the debug list and deleted them. Then started a new colony and it works well until now. The mods were as far as I remember:

Animal Hide Working, Cave World Flora, Heated Sun Lamps, Rimsenal, Modular Tables, Smart Bears
#3
Mod bugs / Re: A13 - No gamesaves possible
May 17, 2016, 07:53:51 AM
@scullywag: I did that already. Look at the attachment.
@others: Ok, I will try that. But why should the OS prevent any savings in the later game, while you could do it anytime in the beginning of your gameplay?

#4
Mod bugs / A13 - No gamesaves possible
May 17, 2016, 04:41:09 AM
Next to the trading bug I encountered another game killing bug....it seems the game does not save your gamesave, when you do so. Autosaves also are not done anymore. It just stops at a point of time in the game and when you hit the save button (overwriting a savefile or new one), it gives you the proper message, but without doing it. To test it, I have deleted all savegamefiles and saved again with the result, that my savegame list stays empty.

My A13 version of Rimworlds is modded.


[attachment deleted by admin - too old]
#5
Mods / Re: [REQUEST] Migrations and Herds
May 03, 2016, 08:14:37 AM
I propose to add a special and rare version of the animal migration: the stampede...

With the chance to damage or destroy any construction under a certain niveau of hitpoints, like wood constructions.
#6
According to the fact, that we only talk about trade beacons and stockpiles....shouldn´t this thread be treated as a thread dealing with a vanilla(core) bug?
#7
PS: Correction.... I did now as you did. Trade beacons without storezone under it and stuff on top of it. Then tested it by selling molotows to a combat supplier....same bug again.

I really have no idea anymore, what it could be. I removed all mods I have installed since the bug appeared and even installed the game itself totally new. But the bug survives!
:(
#8
That is disappointing. In A12 mending worked. :/

And so far my experience is, that with A13 putting mods into the game become alot more difficult.

Well, anyway....thanks for enlightment, scullywag. :)
#9
Anyone able to update this to A13? :)
#10
I love this mod, but....it creates the same error as so many mods: the language flag error (pink flag with X in startscreen). Is there any way to fix that?
#11
1. This thread was moved from the "Bugs" forum to here by a moderator. Explaination: The bug has to do with mods, not with the vanilla game. And the "Bugs" forum is only for vanilla game bugs.
2. The user "delemus" encountered this bug in version A13, so do i. I try to figure out how to post the mentioned files here, as good as I can.
#12
I don´t know, if this helps, but....in my case the bug appeared after installing these three mods:

Turret Collection (adds new tradeable objects)
Additional Joy Objects (adds new tradeable objects)
Power Efficient Lights
#13
I have the same bug. Trade screen goes grey, Esc is needed to leave it and all your items are gone, while nothing in return. My mods are:

Additional Joy Objects
Animal Hide Working
Cheaper Components
Community Core Library
CTS
Defence Shield
ED Autoloader
ED Laser Drill
ED More Vanilla Turrets
ED Reinforced Stuff
ED Shields
Embracures
Expanded Prosthetics
Extended Storage
Extra Floors
Glas n Lights
Heavy Defences
Miscellanous Core
More Factions Spawn
Power Efficient Lights
Quarry
Rimsenal
Rimsenal Feral
Soda Brewing
Turret Collection
Vas´s Conduit Explosion Nullifier
#14
Bugs / Re: (A13) Weird color crash
April 18, 2016, 12:36:48 PM
Yes, who doesn´t. :P
Anyway there are two problems: I changed mods a little bit and I don´t have the savefile anymore. Output.log mentioned alot "Power"....my power related mods are Vas´s Conduit Explosion and Scullywag´s Powercell.
#15
Bugs / (A13) Weird color crash
April 17, 2016, 06:18:50 AM
Here what output.log says:

InvalidCastException: Cannot cast from source type to destination type.
  at Verse.Building.get_TransmitsPowerNow () [0x00000] in <filename unknown>:0

  at RimWorld.PowerNetMaker.ContiguousPowerBuildings (Verse.Building root) [0x00000] in <filename unknown>:0

  at RimWorld.PowerNetMaker.NewPowerNetStartingFrom (Verse.Building root) [0x00000] in <filename unknown>:0

  at RimWorld.PowerNetManager.TryCreateNetAt (IntVec3 cell) [0x00000] in <filename unknown>:0

  at RimWorld.PowerNetManager.UpdatePowerNetsAndConnections_First () [0x00000] in <filename unknown>:0

  at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0

  at Verse.RootMap.RootUpdate () [0x00000] in <filename unknown>:0


The crash starts with the complete graphic changes to extreme (EGA like?)colors, where colonist names are the only thing visible, dragging a blur of the writing behind them while they move.