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RimWorld => Mods => Mod bugs => Topic started by: Fightera100 on April 15, 2017, 10:40:08 AM

Title: Extreme lag with 57 mods?
Post by: Fightera100 on April 15, 2017, 10:40:08 AM
Hey,

so I added 57 mods to Rimworld and for some reason, as soon as I start a new colony the frame rate drops to zero for a few seconds every 1 or 2 seconds. The game's usage of RAM also goes to 3 GB(which is completly fine for me but I just wanted to add that).

Output log after starting Rimworld:
https://gist.github.com/HugsLibRecordKeeper/8bdd4db049dd320a9403df8a47439d23

Output log after I created and loaded a new colony ingame:
https://gist.github.com/HugsLibRecordKeeper/5362b42d8f80315c9db754090fe19e2f

I can't read the output log to identify the mod that could cause problems. I started getting these errors with all those mods AFTER starting my first colony. I enabled dev mode ingame and now I get those errors.

PC specs:
i7 6700k
GTX 1070
16GB DDR4

Mods:
20th Century Weapons Mod (20CWМ)
AcEnhancedCrafting
Additional Joy Objects
ADogSaid-full A16
AllowTool
Better Pathfinding
Chemicals & Neutroamine
DeadMansClothing
DESurgeries-master
EdBPrepareCarefully
ED-Embrasures
ED-SafeTraps
Efficient Light
EPOE 2.0
Furnace
GlitterTech
Hospitality
HugsLib
ICanFixIt
IMTheWorkerNow
Infinity_Rim
Infused
LT_DoorMat
MadSkills
MineItAll
MiningCo.Alert Speaker
MiningShaftA16
MiningShaft-GlitterWorldAddon
MiningShaft-StoneAddon
MoreTradeShips
MountainMiner-master
Nandonalt - Camping Stuff
Nandonalt - Set-up Camp
OmniLocator (Wildlife tab i think)
Organ Thoughts
OrganizedResearchTab
Psychology
QualityBuilder
RealisticStarvationMod
RimFire 2.2
Rimsenal
Rimsenal_Federation
Rimsenal_Feral
Rimsenal_Hair
Rimsenal_Security
Rimsenal_Storyteller
Rimsenal_Vanilla
RT_Fuse
SillyBuilder
StackXXL
StackMerger
StepAway
Tech Advancing
TilledSoil
TradingSpotA16
Vegetable Garden 5.3
WM Medivac

HugsLib is the first thing that loads followed by hospitality and I put Psychology to the complete bottom

Would appreciate any help. I don't really want to check all of the 57 mods again :/
Title: Re: Extreme lag with 57 mods?
Post by: AngleWyrm on April 15, 2017, 11:59:38 AM
Quote from: Fightera100 on April 15, 2017, 10:40:08 AM
so I added 57 mods to Rimworld and for some reason, as soon as I start a new colony the frame rate drops to zero for a few seconds every 1 or 2 seconds. The game's usage of RAM also goes to 3 GB.
...
Would appreciate any help. I don't really want to check all of the 57 mods again :/

I can help by offering the set of mods I use, because I'm not experiencing the lag-spike. From your list I've crossed off all the mods that are in my set to narrow down the problem. This is the list of mods that appear on your list but not on mine. Down to 36 mods.











20th Century Weapons Mod (20CWМ)AcEnhancedCraftingBetter PathfindingChemicals & Neutroamine
DeadMansClothingDESurgeries-masterED-EmbrasuresED-SafeTraps
Efficient LightEPOE 2.0FurnaceGlitterTech
IMTheWorkerNowInfinity_RimLT_DoorMatMineItAll
MiningShaft-GlitterWorldAddonMoreTradeShipsMountainMiner-masterNandonalt - Camping Stuff
Nandonalt - Set-up CampOmniLocatorOrgan ThoughtsRealisticStarvationMod
RimFire 2.2Rimsenal_HairRimsenal_SecurityRimsenal_Storyteller
RT_FuseSillyBuilderStackXXLStackMerger
StepAwayTech AdvancingTilledSoilWM Medivac



A testing method to avoid checking the whole set
This method of testing vastly reduces the amount of iterations for the cost of a small amount of tracking.

Split the remaining 36 mods into two sets. In a text editor, put a mark before each mod indicating what set it belongs to. So for example the text file might have entries like so:
[#1]RT_Fuse
[#1]StepAway
[#2]RimFire 2.2
[#2]TilledSoil
You can apply hunches and opinions when dividing the two sets into equal portions.

When you're done, disable all the members of set [#1]
This method of divide and conquer should make testing 36 mods take at most six runs:
run #1: (18)(18)
run #2: (9)(9)
run #3: (5)(4)
run #4: (3)(2)
run #5: (2)(1)
run #6: (1)(1)
Title: Re: Extreme lag with 57 mods?
Post by: Fightera100 on April 15, 2017, 12:55:39 PM
Quote from: AngleWyrm on April 15, 2017, 11:59:38 AM
Quote from: Fightera100 on April 15, 2017, 10:40:08 AM
so I added 57 mods to Rimworld and for some reason, as soon as I start a new colony the frame rate drops to zero for a few seconds every 1 or 2 seconds. The game's usage of RAM also goes to 3 GB.
...
Would appreciate any help. I don't really want to check all of the 57 mods again :/

I can help by offering the set of mods I use, because I'm not experiencing the lag-spike. From your list I've crossed off all the mods that are in my set to narrow down the problem. This is the list of mods that appear on your list but not on mine. Down to 36 mods.











20th Century Weapons Mod (20CWМ)AcEnhancedCraftingBetter PathfindingChemicals & Neutroamine
DeadMansClothingDESurgeries-masterED-EmbrasuresED-SafeTraps
Efficient LightEPOE 2.0FurnaceGlitterTech
IMTheWorkerNowInfinity_RimLT_DoorMatMineItAll
MiningShaft-GlitterWorldAddonMoreTradeShipsMountainMiner-masterNandonalt - Camping Stuff
Nandonalt - Set-up CampOmniLocatorOrgan ThoughtsRealisticStarvationMod
RimFire 2.2Rimsenal_HairRimsenal_SecurityRimsenal_Storyteller
RT_FuseSillyBuilderStackXXLStackMerger
StepAwayTech AdvancingTilledSoilWM Medivac



A testing method to avoid checking the whole set
This method of testing vastly reduces the amount of iterations for the cost of a small amount of tracking.

Split the remaining 36 mods into two sets. In a text editor, put a mark before each mod indicating what set it belongs to. So for example the text file might have entries like so:
[#1]RT_Fuse
[#1]StepAway
[#2]RimFire 2.2
[#2]TilledSoil
You can apply hunches and opinions when dividing the two sets into equal portions.

When you're done, disable all the members of set [#1]
  • If the lag spikes persist then all of the mods in set [#1] did not cause the problem and can be removed from the tracking text file.
  • If the problem vanishes, then the problematic mod is a member of set [#1], and all of the mods in set [#2] can be re-activated and then removed from the tracking list.

This method of divide and conquer should make testing 36 mods take at most six runs:
run #1: (18)(18)
run #2: (9)(9)
run #3: (5)(4)
run #4: (3)(2)
run #5: (2)(1)
run #6: (1)(1)

Thanks for the detailed answer! I appreciate it. I found out that this mod: https://ludeon.com/forums/index.php?topic=31083.0 has some kind of memory leak. I enabled this one for test purposes and it lagged my game like hell and as soon as I opened the research tab it crashed. Thank you again!
Title: Re: Extreme lag with 57 mods?
Post by: AngleWyrm on April 15, 2017, 03:09:00 PM
The OrganizedResearchTab mod appears in both our collections, and so since I'm not experiencing the lag spikes there is probably a version difference between what I'm using and what you're using.

I tried version 1.1.2 beta of that mod and it crashed my game. The version listed as 1.0.2 stable is the one I'm using and it works like a champ.

The author of that mod is a skilled workman, but is still struggling with breaking up the workload into time slices. The last beta attempted to offload the chores into a separate thread instead of returning control after brief usage, which doesn't do anything for single CPU systems. It's not as easy as I'm making it sound; finding the loops that consume the most time and pausing to return from within them is complicated, and I wish him the best on his bug hunting and development.

The graphics from the beta are a step up, and I'd like to use it as soon as the time usage issues are resolved.
Title: Re: Extreme lag with 57 mods?
Post by: SpaceDorf on April 16, 2017, 09:27:48 AM
Nice Info on the Testing method,

I am starting the lag hunt to. Because I get lags from 20h to 6h ingame time ..
which is quite annyoing .. I am not going to post my modlist here, because .. 57 is a third of the mods I use :-D

I am stuck on the question .. where can I turn on the FPS Counter ?
Title: Re: Extreme lag with 57 mods?
Post by: milon on April 16, 2017, 09:35:22 AM
FYI, more mods = more stuff the CPU has to do & track. Slow downs should be expected when you add more than a non-trivial amount of mods (depends on the user's PC & the mods in question, so YMMV).

Also, lag between 20h and 6h sounds like it's related to the speed boost that happens when all pawns are asleep.

FPS counter is a feature of Steam, so the option is in your Steam settings. I'm out of town this weekend, but I'm confident you can find it. :)
Title: Re: Extreme lag with 57 mods?
Post by: SpaceDorf on April 16, 2017, 09:46:37 AM
Well .. okay .. so no I won't have an FPS Setting then :-D

I expect Mod related slow down .. and have an eye on Perfomance killers.

But the nightly crawl makes the game nearly unplayable for me.
Because it really kills the vibe, and I don't get it .. the game runs fine for hours
and suddenly it does not .. the sun rises, so does the game speed ..
it's like playing quarter-speed ..

Can I turn this "boost" off somewhere ?

And yes, I allready have Zhentars Tweaks
Title: Re: Extreme lag with 57 mods?
Post by: AngleWyrm on April 16, 2017, 12:34:52 PM
Fraps (http://www.fraps.com/download.php) benchmarking and video capture tool can provide an FPS overlay
Title: Re: Extreme lag with 57 mods?
Post by: SpaceDorf on April 16, 2017, 12:48:06 PM
Thanks for Fraps,

I don't think I actually need the FPS overlay to notice that my game slows down to a crawl ..

whats funny is that it is totally dependant on the ingame daytime ..
Title: Re: Extreme lag with 57 mods?
Post by: AngleWyrm on April 16, 2017, 01:31:45 PM

(https://s6.postimg.org/7slwb00k1/tink.jpg)
Quote from: SpaceDorf on April 16, 2017, 09:27:48 AM
Nice Info on the Testing method,

I am starting the lag hunt to. Because I get lags from 20h to 6h ingame time ..
which is quite annyoing .. I am not going to post my modlist here, because .. 57 is a third of the mods I use :-D
57 x 3 = 171 mods.

The divide and conquer count of iterations can be calculated as
log2(collectionSize) = log(collectionSize)/log(2)

so for 171 mods, log(171)/log(2) = 7.4 tests
Title: Re: Extreme lag with 57 mods?
Post by: SpaceDorf on April 16, 2017, 01:40:11 PM
Subtract 19 from your List :)

But I still think it is the performance "boost" at night .. not a mod ..

My Modlist is one which grows slowly piece by piece, so I notice quickly which mods have an impact on my performance and which don't ..

better pathfinding for instance does.
so does zenthars advanced visuals ..
Title: Re: Extreme lag with 57 mods?
Post by: AngleWyrm on April 16, 2017, 01:50:37 PM

(https://s-media-cache-ak0.pinimg.com/564x/77/fb/3e/77fb3e7853bbba624a888a8b0bc3bd29.jpg)171 - 19 = 152 mods
So test count is log(152)/log(2)

= https://www.google.com/#q=log(152)/log(2) (https://www.google.com/#q=log(152)/log(2))
= 7.2 tests.
Title: Re: Extreme lag with 57 mods?
Post by: milon on April 16, 2017, 03:43:24 PM
Quote from: SpaceDorf on April 16, 2017, 09:46:37 AM
Can I turn this "boost" off somewhere ?

Not to my knowledge, no, but I believe it only happens when all pawns are asleep. You can try drafting a pawn (wakes them up) and see if the game runs smoother. If so, you could try having a colonist or two on night duty so that you never have them all asleep at the same time.

Keep in mind that time passes much faster during the boost. It *looks* slow, but the clock moves way faster. But if the game isn't responsive, You may want to try to avoid it as I suggested above.
Title: Re: Extreme lag with 57 mods?
Post by: SpaceDorf on April 16, 2017, 03:47:26 PM
The game starts lagging, and I have a nightshift of two night owls. ( okay one, the other died earlier that year .. )

I think I may have found my culprit ( Rikikis Caveworld Flora )
But I am still waiting for night to come around again.

=====================================

24 ingame hours lag free with 187 remaining mods running

I will miss my glowing shrooms ..
Title: Re: Extreme lag with 57 mods?
Post by: Fightera100 on April 17, 2017, 10:06:01 PM
So apparently after one or two hours of playing with my colony on the largest map and all the mods except the research one + 2  new ones, started to lag and I get FPS drops from 144FPS to 100 and sometimes to 60 or even 40(sometimes spikes sometimes a few seconds). You really feel the difference and I don't know which mod causes this. The ram usage of the game is +2GB. The problem is I don't know which mod of them is causing it though. Anyone has experience with that? I have a relatively powerful PC imo and I don't think it should run with a lot of FPS drops in the first summer(seeing that people sometimes play with the triple amount of mods).

Current Mods:
20th century weapons mod
AcEnhancedCrafting
ADditional Joy Objects
ADogSaid
AllowTool
Better Pathfinding
Chemicals & Neutoamine
DeadMansClothing
DESurgeries
EdBPrepareCarefully
ED Embrasures
ED SafeTraps
Efficient Light
EPOE 2.0
Furnace
GlitterTech
Hospitality
HugsLib
IcanFIxIt
ImTheWorkerNow
Infinity_Rim
Infused
JTReplaceWalls
LT_DoorMat
MadSkills
MapReroll
MineItAll
MiningCo Alertspeaker
MiningCo ForceField
Miningshaft + Glitterworld addon + StoneAddon
MoreTradeShips
Nandonalt Camping stuff + Set up Camp
Omnilocator
ORgan thoughts
psychology
QUalitybuilder
RealisticStarvationMod
ResearchLIst
RimFire 2.2
Rimsenal
Rimsenal Federation
Rimsenal Feral
Rimsenal Hair
Rimsenal Security
RImsenal Vanilla
RT Fuse
SillyBuilder
StackXXL
StackMerger
StepAway
Tech ADvancing
TilledSoil
Tradinspot
Vegetable Garden
WM MEdivac

Is it possible to form a caravan and go to a new place and abandon the old place to have a smaller map? I could imagine that the amount of plants is just too high

Edit:
Tested smaller map sizes and for some reason I already start with 80-90 FPS. It is really weird to play with that and it feels laggy...
Title: Re: Extreme lag with 57 mods?
Post by: SpaceDorf on April 18, 2017, 01:22:49 PM
Is there a A16 Version for DE Surgeries ? I thought this one was outdated.

From reading over your list try removing :

Better Pathfinding -  with the Number of complicated stuff going on with your mods and more than a few pawns and animals this may be the biggest ressource hog.

Also put Hugslib second in your load order .. maybe there are some dependency issues.

I don't know the omnilocator .. if it does what it sound like ( transporter tech )
you should for zenthars rimworld tweaks in the WIP subforum .. the can help a bit.

Also Glitter Tech, Vegetable Garden, Infinity Rim, Psychology and Infused change a lot of Vanilla Behaviour .. there could be some interaction problems ..
and I know your save will no longer work if you remove any one of those ( except for infused .. )

And If you still have any space left with all those additional weapons .. install apparello and FashionRim too much cloth items for everybody ..

==================================================
Lagfree :


         Core
         HugsLib
         Blueprints
         Mod List Backup  <- MUST HAVE FOR YOUR SANITY
         Architect Sense
         OSHA Compliance
         EdB Prepare Carefully
         Allow Tool  <- Must Have QoL
         MineItAll     <- Must Have QoL
         QualityBuilder
         Colony Manager
         Medical Tab
         Hunt for Me
         Animal Tab
         Fluffy Breakdowns
         Area Unlocker
         Wildlife Tab
         I Can Fix It!
         Hand Me That Brick
         Look At Me, I'm The Worker Now  <-- Must Have
         Cooks Can Refuel <-- Dito
         DeadMansClothing
         A World Without Hat <- No Hats in Pawn Pics, cool for Hair mods
         Crafting Hysteresis
         The Mad Rabbits of Caerbannog
         FashionRIMsta
         LT-DoorMat
         Core Driller
         Silly Builder, Surgery is for Doctors
         Spoons Hair Mod
         Step Away From The Medicine
         Trading Spot
         Core Driller - Stone Addon
         Modular Tables
         Slept in the Cold Rework
         Big Batteries
         Badger Badger Badger Mod!
         Barn Stall V1.0
         Improved Infestation
         Better Pawn Control
         Conduit Deconstruct <-- Must Have/ adds a single Button
         Concrete
         Defensive Positions
         ED-Laser Drill
         Efficient Light
         Faction Discovery A16
         Follow Me
         Hauling Hysteresis
         Haulpriority_lite
         MiningCo. MMS
         Miscellaneous 'CORE'
         Misc. Robots
         Misc. Robots++
         Trap Defence V1.1
         Rumours And Deception
         RomanceDiversified
         Rimsenal - Rimhair
         Where is rich soil?
         AC-Enhanced Crafting
         Rim Disorders
         RD - Fire Department
         Raiderpedes
         RD - Reinforced Concrete Wall
         Prepare for Romance!
         Plant Cutting is for Growers!
         Path Avoid    <-- Must have QoL
         Set-Up Camp
         Pests
         MoreTraits
         Mo'Events
         Misc. Training
         More Mental Breaks
         Zhentar's Vanilla Fixes <---- Zhentar Performance and Vanilla
         Zhentar's Vanilla Tweaks <--- Tweaks and Fixes
         AdditionalLighting
         Animal Feed Trough V1.1
         BetterCoolers
         BetterVents
         ExtendedMedicine
         ExtendedStorage
         Mending
         Hospitality
         RimFridge
         Stuffed Floors
         Stack Merger
         Colony Leadership
         MoreDifficulties
         WorkTab
         MinePlan Designator A16  <--change betweens plans and mining
         Mountain Miner (A16)
         Reworked Cirrhosis
         Better Shooting Skill v1.2
         Better Terrain
         WorldPawnGC   <----- Zenthar ! Perfomance Tweak,
         A Dog Said...
         RBSE Hardcore Edition
         A Dog Said RBSE Compatibility patch
         Limbs addon (A16)_RBSE
         Hardcore Armors - Goliath Edition
         Hardcore Armors - Hellfire Edition
         Expanded Incidents
         Expert Quality
         Ambush Readiness Check
         Clear Corpse Stockpiles
         Hunting Restriction
         Less Outdoor Cleaning
         More Obvious Plague
         Nerf The Overpowered Wool
         No Doomed Newbies
         Please Haul Perishables
         We're All Out Of That
         Slower Onset Plague
         We Can't Hold Any More Of That
         Ugh You Got Me
         RD - Wild Animal Alert
         Signs and Memorials
         Sometimes Raids Go Wrong
         Temperature Gauge
         Solar Weather
         CaravanSpot
         CleaningArea <-- Set an Area for CLeaning
         LongRangePodLauncher
         QualitySurgeon
         Advanced Power Armor
         ED-Embrasures
         More Vanilla Turrets
         More Furniture
         MorePackAnimals
         Megatherium
         New Zone Tools
         Patient Sanity
         PowerCell
         Rimsenal - Storyteller pack
         Rimsenal - Enhanced Vanilla Pack
         DermalRegenerator
         Mind Altering Device
         ED-ShieldsBasic
         Smooth Stone Walls
         More Planning <-- Multi Colored Planning
         Tale Log
         Roof Support Tool
         Slightly Increased Difficulty
         SS Factory Framework
         SS Animal Station
         FlameWeapons
         GaussWeapons
         LaserWeapons
         PlasmaWeapons
         MiningCo. MiningHelmet
         ElectricStonecutting
         Rimsenal - Feral
         Skill slider for Smelter
         Static Quality Plus A16.1.2
         Super Soil
         Travel rations: MREs
         Crash Landing
         Modular Power Armor
         Quality Fix
         Better Equipment Racks
         ED-TurretControl
         ED-SafeTraps
         SS Lightning Rod
         FishIndustry
         Hunting Alert
         Change Dresser
         Xen's Iconic Guns
         Melee Rebalance
         More Drugs
         Organized Research Tab
         Chemicals &amp; Neutroamine
         GouRIMet 1.0
         Wild Cultivation
         ReclaimFabric
         Pygmy muffalo
         Fresh stockpile filter <-- Allow/Disallow Fresh
         Garden Resources a16
         Impassable Map Maker
         SS Mass Storage
         Additional Joy Objects
         Explosive Walls
         minimurgle-Magnificent-Mods-1.0
         RePower
         Miniaturisation
         RimWorld Minions V3.1 <-- World Domination
         Editable Backstories HAF
         Toxic Fallout Protection Suit
         ExtraClothes
         Snowy Trees <-- Beautiful in Winter
         Rimsenal - Security pack
         Star Wars - Fully Functional Lightsabers
         ED-PersonalNanoShields
         Day/Night Switch
         Fertile Fields
Title: Re: Extreme lag with 57 mods?
Post by: Fightera100 on April 18, 2017, 01:58:20 PM
Quote from: SpaceDorf on April 18, 2017, 01:22:49 PM
Is there a A16 Version for DE Surgeries ? I thought this one was outdated.

From reading over your list try removing :

Better Pathfinding -  with the Number of complicated stuff going on with your mods and more than a few pawns and animals this may be the biggest ressource hog.

Also put Hugslib second in your load order .. maybe there are some dependency issues.

I don't know the omnilocator .. if it does what it sound like ( transporter tech )
you should for zenthars rimworld tweaks in the WIP subforum .. the can help a bit.

Also Glitter Tech, Vegetable Garden, Infinity Rim, Psychology and Infused change a lot of Vanilla Behaviour .. there could be some interaction problems ..
and I know your save will no longer work if you remove any one of those ( except for infused .. )

And If you still have any space left with all those additional weapons .. install apparello and FashionRim too much cloth items for everybody ..

==================================================
Lagfree :

-snip-

Removing Better pathfinding helps a bit but not that much.
Omnilocator is the Wildlife tab mod
I've got the DESurgeries patch for A16 from somewhere else and it didnt cause any problems so far, but I didnt made any operations so far except amputating an arm
Hugslib is the second in the loadlist already

I will probably remove the wildlife tab and psychology and test it again, thanks for your reply!
Also going to get those 2 mods you recommend

Edit: Only got fashionrimsta, I dont really want to have more workbenches and stuff

Edit2: I started a new playthrough and as soon as I try to build torches and it gets constructed this error pops up in the dev console and the torch is still not there:
Exception in Tick (pawn=Fabian, job=FinishFrame A=Thing_TorchLamp_Frame98874, CurToil=2): System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.Frame.CompleteConstruction (Verse.Pawn worker) [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__IteratorE.<>m__36 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Title: Re: Extreme lag with 57 mods?
Post by: SpaceDorf on April 18, 2017, 03:11:10 PM
Wildlife is harmless .. I have it myself :)

Better look for the recomendations in the modlist :)
The other two were meant as a joke, since you must be drowning in items allready.
Title: Re: Extreme lag with 57 mods?
Post by: Fightera100 on April 18, 2017, 04:01:35 PM
Quote from: SpaceDorf on April 18, 2017, 03:11:10 PM
Wildlife is harmless .. I have it myself :)

Better look for the recomendations in the modlist :)
The other two were meant as a joke, since you must be drowning in items allready.

Oh, crap! Well, I reenabled Wildlife tab and have to live with fashionrimsta now :P
Psychology and Pathfinding seemed to be the problem. Thanks for the help
Title: Re: Extreme lag with 57 mods?
Post by: SpaceDorf on April 19, 2017, 06:35:11 AM
No Problem, I came here to solve my own problems, so it is just a favor returned.

To bad that Psychology affects fps, I always wanted to try this .. now I won't

But you won't regret FashionRimsta :)

Title: Re: Extreme lag with 57 mods?
Post by: Fightera100 on April 19, 2017, 10:30:52 AM
Seems like realistic starvation made the performance worse too. A few little lagspikes were still there but after I removed it they seem to be completly gone
Title: Re: Extreme lag with 57 mods?
Post by: SpaceDorf on April 19, 2017, 11:27:13 AM
Crap .. that was also on my watchlist ..
Title: Re: Extreme lag with 57 mods?
Post by: milon on April 19, 2017, 12:06:10 PM
I moved this to Mod Bugs where it actually belongs.  The info in here may be useful to other mod users with similar situations.
Title: Re: Extreme lag with 57 mods?
Post by: BlueTressym on April 20, 2017, 06:07:00 PM
-cut-
Quote from: Fightera100 on April 18, 2017, 01:58:20 PM

Edit2: I started a new playthrough and as soon as I try to build torches and it gets constructed this error pops up in the dev console and the torch is still not there:

Exception in Tick (pawn=Fabian, job=FinishFrame A=Thing_TorchLamp_Frame98874, CurToil=2): System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.Frame.CompleteConstruction (Verse.Pawn worker) [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__IteratorE.<>m__36 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

-cut-

I'm having this problem as well.  I'm also finding that campfires, passive coolers, and joy items are disappearing when my builders try to build them.  I look at the code as above and have no clue what it means.  Can anyone explain at all, please? 
Title: Re: Extreme lag with 57 mods?
Post by: SpaceDorf on April 20, 2017, 08:19:31 PM
Trying to guess I will.

Some mod overwrites the Item or the Building matierial you try to build from.

The building cannot be finished, because there is no connection to be found for the finished building.

But since it is a completely different bug to the one in the topic, maybe you should make a new topic abouth this.


Title: Re: Extreme lag with 57 mods?
Post by: magik20 on April 22, 2017, 09:44:16 AM
You dont have it loaded, but  Colonist Bar KF also caused crazy FPS for me.
Title: Re: Extreme lag with 57 mods?
Post by: BlueTressym on April 22, 2017, 09:51:18 AM
Quote from: SpaceDorf on April 20, 2017, 08:19:31 PM
Trying to guess I will.

Some mod overwrites the Item or the Building matierial you try to build from.

The building cannot be finished, because there is no connection to be found for the finished building.

But since it is a completely different bug to the one in the topic, maybe you should make a new topic abouth this.

I was posting in response to the OP's description of disappearing torches.  From where I'm standing, it doesn't seem that different.  My torches are disappearing as well; I just have some additional things vanishing and no idea whether there's a connection or not.  That said, I did create my own topic several days ago.  No one has replied :(