RuntimeGC In-Game Cleaner
For A17b(build 1557)
New update:Update03!Check details in Reply #1.
For its A16 version,click http://ludeon.com/forums/index.php?topic=31990 (http://ludeon.com/forums/index.php?topic=31990)
Description
How could you salvage your over-sized savegame?
How could you make your game running smoothly as it used to be?
Well,you're lucky because you're using this mod!
You can:
-Remove unnecessary World Pawns to alleviate burden of GameSystem
-Clear AvoidGrids to reduce the size of your savegame
-Remove useless members(dead or of other factions) in an animal family
-Remove filth in HomeArea
-(New)Remove corpses in current map
-Fix some faction relationships error(Those caused by mod conflicts are excluded!)
-Re-generate faction leaders to fix some CommTable issues.
-Reclaim Memory used by GameSystem to boost up game performance
You can view help documentation for these tools by clicking "?" buttons in the GUI.
Usage:
1.Activate this mod(after Core mod)
2.Load your savegame
3.Find a tab called "RuntimeGC" at the bottom of your screen
4.Click,and do some cleaning with the GUI
Enjoy!
PS
PS. The longer you played(year-in-game),the more effective this cleaning will be.
PS2. Sometimes errors occur like "Tried to remove xxx from RimWorld.WorldPawns,but it's not here."They're unavoidable as I should thouroughly de-register every pawn(to avoid further bugs).But,they're harmless,so just ignore them.
PS3. Post any errors or bugs on my forum page.Your effort contributes to a better mod.Thanks!
PS4. (Too expensive to buy)
Other
Compatibility:
No known mod conflict yet.
Installation:
Add this mod any time you like.
Remove this mod any time you like.
You don't have to create a new game.
License(brief):
-Can modpack makers include your mod in their modpack?
-Whatever,as long as you don't remove <author /> tag.
-Can other modders make derivative mods based on yours?
-No.There's nothing to inherit in this mod ;)
Languages
English & Chinese Simplified
Author:
user19990313
Download:
[See the second floor please]
Special Thanks to A16 testers:
@夜幻boy凌
@FDF__515
@rsxx4488
@忆丨落叶丶飘零
@_漆原琉华
@878957003
@gagalelife
@上电视看看看
@左手平凡heart
@海流疾冰99
@Auuger灬nice
@一小毛孩子
@735143342
@周杰伦赛亚人
@ydy357071317
Thanks for your splendid work in Close-Alpha tests!
--------------------
Why not pick up some of my mods here?Maybe they could make your gaming experience better!
[A17]AntiAutoUnload-Keeps your inventory!
http://ludeon.com/forums/index.php?topic=32926 (http://ludeon.com/forums/index.php?topic=32926)
[A17]MyLostHead - Draw heads for the head-less!
http://ludeon.com/forums/index.php?topic=33414 (http://ludeon.com/forums/index.php?topic=33414)
Download:
via DropBox (https://www.dropbox.com/sh/sapzhvaa1goscq2/AAANG__MLmqaTfBLSB5H5mpNa?dl=0)
or subscribe at Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=962732083) :P
Update03:July 8th
-Bug fixed
Bug Description:Some players encountered a NullReferenceException when processing tales.This might be that their tales are somewhat corrupted(pawnData==null) and I surrounded my codes with try/catch blocks,so we can handle this now.
Bug Fixed!
Update02:July 1st
-Bug fixed
Bug Description:Tale_DoublePawn raise errors during saving after executing cleaning under a specific circumstance:
+An artworks concerns two pawns
+The second pawn is an animal
+The second pawn is dead
+The corpse of second pawn is vanished
+The parents/children/brothers/siblings of the second pawn are survived(at least one)
+The second pawn is tamed by colonist
Bug Fixed!
[Thanks to the feedback from @LittleMikey]
Update01:June 22nd
-Integrated help contents patch (aka the old attachment "Languages_Patch.zip")
-Bug fixed
Bug Description:The tool "Animal family tail-in" might malfunction while robot(s) existing in map(s).Bug Fixed!
You'll be downloading the latest update(Update03).
thank you!
just lettin you know tho the "Animal-family tail in" button doesnt seem to click
Quote from: Jerryn on June 10, 2017, 10:26:05 AM
just lettin you know tho the "Animal-family tail in" button doesnt seem to click
But it
DO works...you can check the message on the top left of your screen.
By the way,if your saves are young,or actually you don't raise many animals,the count will be 0 but it really works.If you mean this,just try other cleaning items,maybe their effects are much more obvious.
(Or just do every cleaning :P I don't mind)
Hey don't sink so rapidly...and come to pick up the language patch please :)
Yaaaasss!
I been stalking your boards waiting on this! Thankies <3
I saw A16 version a few days ago and was sad it wasn't A17, looked yesterday and was spurring with happiness! It helped so much, at least 13-18 fps gained. Thank you!
Made an account to try this out. The FPS drop midgame was horrible, with 20FPS at night, and 35-50 during the day.
After installing this, I'm pulling a flat 60 at all times.
Definitely works. Thanks a ton!
where is the debug file saved? I accidently pressed Cleanup Debug and it said it saved a output.txt file, but I can't find it anywhere.
Quote from: thinkpad on June 12, 2017, 04:01:01 AM
where is the debug file saved? I accidently pressed Cleanup Debug and it said it saved a output.txt file, but I can't find it anywhere.
I mean,the debug outputs are directed to the game log,so you should check C:/users/your_user_name/appdata/LocalLow/Rimworld by Ludeon Studio/output_log.txt
And you'll find yourself confused with these outputs...That's why I said "Don't do this unless the author tell you to do so".It's a backup plan for debugging,and it's useless to ordinary players,that's all. ;)
除了这个以外其它两个mod基本都坟了,hhhhhhhh
Quote from: XLinYi on June 12, 2017, 07:26:49 AM
除了这个以外其它两个mod基本都坟了,hhhhhhhh
Aaah you...Never mind,@琳旖琳 #(滑稽)
THANK YOU!!!!!!!!!!!!!!!!!!!!!
Yeah, on accident I clicked on the debug button instead of the normal one.
you say your mod remove died bodies, its only the skeletons or its valable for fresh corpses ? i don't want to lose my freezer pantry...
(https://s-media-cache-ak0.pinimg.com/236x/fa/6f/84/fa6f8410bae27c1bda8dbbe0ec966e31.jpg) | If that question had come to visit me, it would have said: There are two possible futures that you see, how then shall you choose between them?
And my reply would have been: Test them to see which is the one that applies to this universe, and which is the imaginings of some other realm.
|
Quote from: Ashardalon411 on June 14, 2017, 06:42:01 PM
you say your mod remove died bodies, its only the skeletons or its valable for fresh corpses ? i don't want to lose my freezer pantry...
Sorry,both.
This is somehow a util tool for developer mode,so I don't want to make it so smart to be one of the cheaters' firearms-It happened to the tool "Remove Filth in Home Area".But if you learn from the debug log that a body is bugged and you don't know which one,this function could salvage your savegame.
Anyway,thank you for using my mods.Why don't you try other functions? :P
Quote from: AngleWyrm on June 14, 2017, 07:08:43 PM
If that question had come to visit me, it would have said: There are two possible futures that you see, how then shall you choose between them?
And my reply would have been: Test them to see which is the one that applies to this universe, and which is the imaginings of some other realm.
|
Sorry,is that a spam or praise? ???
(https://s-media-cache-ak0.pinimg.com/564x/97/35/19/973519cbc2b085b4004a6a6d48a771e2.jpg) | It is display of a psychological payoff, the motive for pursuing an in-game test of the question asked "skeletons AND corpses?" |
Quote from: AngleWyrm on June 15, 2017, 03:29:25 AM
(https://s-media-cache-ak0.pinimg.com/564x/97/35/19/973519cbc2b085b4004a6a6d48a771e2.jpg) | It is display of a psychological payoff, the motive for pursuing an in-game test of the question asked "skeletons AND corpses?" |
All right...Both skeletons and fresh/rotting corpses will be removed.I explained this question in reply #16.
ok so i will need to butch all of my pantry before activate it, its ok !
Okay...Why don't you download that language patch?I'm confused a bit ::)
For the language pack, it's already done.
Your mod have just give me a way to deal with a bug who don't allow the butching of the human corpses and that result in a loop of butching the same buggy corpse.
also, does it possible to make working the family tailin's buttom ? And apply them to the minion's mod ? With this fast reproduction cycle, this mod makes quickly an animal army/family of X thousands members, dead or alive and apply this family-tail-in to them will be really apreciated
Quote from: Ashardalon411 on June 19, 2017, 06:02:56 AM
For the language pack, it's already done.
Your mod have just give me a way to deal with a bug who don't allow the butching of the human corpses and that result in a loop of butching the same buggy corpse.
also, does it possible to make working the family tailin's buttom ? And apply them to the minion's mod ? With this fast reproduction cycle, this mod makes quickly an animal army/family of X thousands members, dead or alive and apply this family-tail-in to them will be really apreciated
Well...the previous "tail-in" tool won't work while robots are on the map.
Now the bug's fixed in Update01,just download it and enjoy!
PS.Language patch is also integrated into Update01.
Alright please come to pick up the new update :-\
Great mod ! I can play till the late game without lagging.
Thank you very much !
Hey so I cleared my pawns and now I'm getting this error popping up constantly in my log:
Trying to save reference to a discarded thing Boomrat169786 with saveDestroyedThings=true. This means that it's not deep-saved anywhere and is no longer managed by anything in the code, so saving its reference will always fail. , label=pawn
Verse.Log:Warning(String)
Verse.Scribe_References:CheckSaveReferenceToDestroyedThing(Thing, String, Boolean)
Verse.Scribe_References:Look(Pawn&, String, Boolean)
RimWorld.TaleData_Pawn:ExposeData()
Verse.Scribe_Deep:Look(TaleData_Pawn&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(TaleData_Pawn&, String, Object[])
RimWorld.Tale_DoublePawn:ExposeData()
RimWorld.Tale_DoublePawnAndDef:ExposeData()
Verse.Scribe_Deep:Look(Tale&, Boolean, String, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
RimWorld.TaleManager:ExposeData()
Verse.Scribe_Deep:Look(TaleManager&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(TaleManager&, String, Object[])
Verse.Game:ExposeSmallComponents()
Verse.Game:ExposeData()
Verse.Scribe_Deep:Look(Game&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(Game&, String, Object[])
Verse.GameDataSaveLoader:<SaveGame>m__90E()
Verse.SafeSaver:DoSave(String, String, Action)
Verse.SafeSaver:Save(String, String, Action)
Verse.GameDataSaveLoader:SaveGame(String)
RimWorld.Autosaver:DoAutosave()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()
Quote from: LittleMikey on June 28, 2017, 05:14:41 AM
Hey so I cleared my pawns and now I'm getting this error popping up constantly in my log:
Could you give a list of the tools you used just before this error?Where is the boomrat?(Or where have you seen one)
You can just reload your saves and - try do the cleaning as soon as your game is loaded,at that time pawns will not be assigned to any jobs,so it's less likely to error.If you still get stuck in this error,reply here and I'll start to debug it.
The Update02 is released!Come and pick up the new update! ;)
Nice! Thank you! For my small 6 years colony of 9 ppl it reduced the size of save file from like 16 to 8 MB.
It would be better if you use a free host service for your files... the forums will eventually delete them "due to age".
Now available on Steam Workshop! ;)
Update03 released!Come and grab the latest release! :P
Grabbed :)
Quote from: user19990313 on July 08, 2017, 08:27:06 AM
Update03 released!Come and grab the latest release! :P
You should remove the graves when choose remove all corpses on map.
Quote from: hiepbg on July 11, 2017, 06:49:12 AM
Quote from: user19990313 on July 08, 2017, 08:27:06 AM
Update03 released!Come and grab the latest release! :P
You should remove the graves when choose remove all corpses on map.
No,that'll be too imbalance.And if I directly do so,it will be bugged.
Got this mod in an attempt to salvage my 12 years running save.
This save is using the largest map size with 100% planet coverage and I wanted to move my colony to a new area without immediately abandoning the old base.
Needless to say, pre-this mod, I attempted to run two ludeoncrendious maps at the same time and the game overloaded on memory and crashed to desktop.
Post-this mod, and after cleaning, My Long Running save went from using 3 gigs of memory with both maps running, to 2 gigs.
I don't know how long the refurbishment this mod provided for me will last, but I will say it definitely makes a huge difference.
Whats the point in restricting the download to members only?
Quote from: maculator on August 28, 2017, 11:17:41 AM
Whats the point in restricting the download to members only?
Are you refering to the attachments on this forum?
Thats how the forum is setup to work, its Ludeon studios doing, the mod author has no control over this. Thats how most forums i know of work anyway ... i dont see a problem, its free to register and you dont get spam or anything like that.
Would it be possible to change (or add as an option) the corpse clean up so that it only removes rotten corpses?
I'm kind of confused... it didn't look like this when I played last time (a few days ago), am I right?
(https://i.imgur.com/sBpXLqU.png)
I made a german translation. Just the pawns dead, pawns alive in the mainwindow are nowhere to be seen in the config.
[attachment deleted by admin: too old]
so i've read some of the comments on workshop that after using your mod, their game run even worse... how can that possibly even happen lol??
anyways:
- known mod conflicts??
- safe to remove and add to a save campaign?? or requires a new campaign??
also i got questions on what does these features do:
- Remove unnecessary World Pawns to alleviate burden of GameSystem - what are unnecessary world pawns??
- Clear AvoidGrids to reduce the size of your savegame - what are these avoidgrids??
- Remove useless members(dead or of other factions) in an animal family - just this function in general..
- Fix some faction relationships error(Those caused by mod conflicts are excluded!) - relation ship error as in??
- Re-generate faction leaders to fix some CommTable issues. - what is commtables lol?? is this a bug where a faction fails to produce a leader?? coz on my current campaign, one faction has currently an unavailable leader lol..
I don't know how active the autor is, so I'll try to answer your questions:
1. Taken from the first post...
"Installation:
Add this mod any time you like.
Remove this mod any time you like.
You don't have to create a new game."
2. If you click the "?" next to the options ingame it tells you what it does.
In general: the game stores informations and characters in a "database" for future use and reference.
Everyone your colonists talk to gets added to their relations network and even non-colonists meeting non-colonists add each other to their grid. Animals have a "ancestral chart" to prevent inbreed, wich can grow verry large over time.
Enemies "tag" ways trough the map to your base with "notes" while evaluating the best route, those informations get stored too. And the smart version of that would be tagging traps they saw. If I'm correct the faction keeps those traps in mind for a year or so.
This mod in general just deletes some of that stuff to make your savegame smaller.
The "Factions Relationships" is something specific (as a click on the "?" would've told you...), wich you use in this specific case.
Re-generate faction leaders does what the title says. A "Comm Table" is the device you use to contact those faction leaders... If a faction has no leader you can't talk to them, thats a problem. This option regenerates leaders for factions without a leader.
This mod just cleans stuff out of your savegame, if a mod depends on stored pawns, complexe animal ancestral charts, stored avoid grids, etc.. it most likely will have a problem with this mod.
You also only really need this mod of your game lags and you know it lags because you've been playing for many ingame years. It wont "boost" your performance magically, it just eases the load for the engine because it deletes all those pawns and stuff you don't really use.
Quote from: maculator on September 19, 2017, 04:03:16 AM
I don't know how active the autor is, so I'll try to answer your questions:
1. Taken from the first post...
"Installation:
Add this mod any time you like.
Remove this mod any time you like.
You don't have to create a new game."
2. If you click the "?" next to the options ingame it tells you what it does.
In general: the game stores informations and characters in a "database" for future use and reference.
Everyone your colonists talk to gets added to their relations network and even non-colonists meeting non-colonists add each other to their grid. Animals have a "ancestral chart" to prevent inbreed, wich can grow verry large over time.
Enemies "tag" ways trough the map to your base with "notes" while evaluating the best route, those informations get stored too. And the smart version of that would be tagging traps they saw. If I'm correct the faction keeps those traps in mind for a year or so.
This mod in general just deletes some of that stuff to make your savegame smaller.
The "Factions Relationships" is something specific (as a click on the "?" would've told you...), wich you use in this specific case.
Re-generate faction leaders does what the title says. A "Comm Table" is the device you use to contact those faction leaders... If a faction has no leader you can't talk to them, thats a problem. This option regenerates leaders for factions without a leader.
This mod just cleans stuff out of your savegame, if a mod depends on stored pawns, complexe animal ancestral charts, stored avoid grids, etc.. it most likely will have a problem with this mod.
You also only really need this mod of your game lags and you know it lags because you've been playing for many ingame years. It wont "boost" your performance magically, it just eases the load for the engine because it deletes all those pawns and stuff you don't really use.
thank you for the explanation on how the game works... its as clear as a blue ocean water lol...
so i'm just wondering at the moment what mods are likely dependent on stored pawns, complex animal ancestral charts, & stored avoid grids to really make this mod screw up someone's save??
Did it screw up your save? Doesn't sound like. You sound overcautius.
I've been using it for a while now and I'm fine. And you will only need this mod lategame anyways.
I guess psychology or mods like that could get a problem. But thats a question someone who knows more about mods should answer you.
lol yes im abit overcautious, imagine losing your save campaign that you've worked on for hours lol.. i have multiple back up saves on my current nearly 6 year campaign, so i got attached currently to my colonists and their flaws lol..
im thinking that this might help me fix a bug currently i have on factions relations info... its not showing me info regarding the colonists of a faction, and my current relation rating with that faction as well... i also got a bug on commstable on one of custom factions having no leader, so i cant talk to them...
Yes, an early version of this mod, special at the old A16 version cause some trouble.
But this mod is pretty safe to use, but nothing is 100% ! :-)
Just a hint from my side.
When you want playing a long time campaine/big colony you should stop to add mods to it, and stop to update mods except you encounter a problem with a mod.
If you want new features/weapon/armor/races you should start a new colony.
But it will well save nerves
Quote[attachment deleted by admin due to age]
:(
Since the attachment was deleted by the admin can someone please give us a link to a non steam workshop d/l?
+1 for new link, could really use this rn... Thanks for this mod btw! :D
Quote from: mordan on September 28, 2017, 04:02:45 PM
+1 for new link, could really use this rn... Thanks for this mod btw! :D
"Whatever,as long as you don't remove <author /> tag." Guess this qualifys as a "won't mind having someone reuploading it"
[attachment deleted by admin: too old]
Quote from: maculator on September 28, 2017, 04:11:07 PM
Quote from: mordan on September 28, 2017, 04:02:45 PM
+1 for new link, could really use this rn... Thanks for this mod btw! :D
"Whatever,as long as you don't remove <author /> tag." Guess this qualifys as a "won't mind having someone reuploading it"
Thank you so much mah dude! <3
For some reason, I cannot download this mod. The mod creator says the mod can be downloaded from the 2nd post's attachment, but at the end of the post, I get "[attachment deleted by admin due to age]". Anyone else having this?
You just need to wait for the author to reupload it.
Recently many attachments got deleted to remove space. Unfortunately serveral mod attachments got deleted too.
Quote from: Canute on October 01, 2017, 10:35:56 AM
You just need to wait for the author to reupload it.
Recently many attachments got deleted to remove space. Unfortunately serveral mod attachments got deleted too.
Oh, okay. Hope it will be soon. Quite a bit of mods use cloud storage such as Dropbox for downloading, I think this would be a good solution for the problem.
[attachment deleted by admin due to age]
Quote from: Rimjunk on October 11, 2017, 04:14:56 AM
[attachment deleted by admin due to age]
He literally just posted this and it instantly gets deleted due to age?
The hell?
BS. He is complaining that the Download of runtime GC is deleted during age ..
but is not able to scroll half a page up
It's a Liiiink (https://ludeon.com/forums/index.php?topic=33484.msg368289#msg368289)
Eeeeh, fair enough, i'm still in zombie mode, so i technically cant be smart right now : ^)
You mean like this ?
Or only getting there ?
[attachment deleted by admin: too old]
I'm constantly at the point where my body doesnt contain enough coffee to function, yet its impossible to drink more.
Literally inhumane living conditions!
I've uploaded the zip file onto the Dropbox, so don't worry about the attachment issues!
Quote from: maculator on September 18, 2017, 11:02:39 AM
I made a german translation. Just the pawns dead, pawns alive in the mainwindow are nowhere to be seen in the config.
I would like to add this translation into A18 update.
And..Could you also translate the Steam Workshop description text? The text is also in the dropbox link.
I got an error after trying to add this mod to my save. Is there any known conflict?
I can do that. I'll look into it tomorrow or monday.
Quote from: sirgzu on October 12, 2017, 10:31:41 AM
I got an error after trying to add this mod to my save. Is there any known conflict?
Take a look at the first posting under Other.
If you got an error, i think the mod author would be happy about a log.
Hey there. I've got an issue with RuntimeGC. I've used it and then played for a while without any problem, but it seems that after some time it bugged..
I had posion ship landed near my base and I've ignored it for a while. Now when I want to destroy it, I can't. My pawns are not damaging the ship. Logs:
First I wanted to see what's going on. I saw Combat Extended logs:
System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Planet.WorldPawns.WorldPawnsTick () [0x00000] in <filename unknown>:0
at RimWorld.Planet.World.WorldTick () [0x00000] in <filename unknown>:0
at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
and
Exception ticking Bullet_9x19mmPara_FMJ1729086: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Planet.WorldPawns.GetSituation (Verse.Pawn) <0x00024>
at RimWorld.Planet.WorldPawns.GetPawnsBySituationCount (RimWorld.Planet.WorldPawnSituation) <0x0012f>
at Verse.PawnGenerator.ChanceToRedressAnyWorldPawn () <0x00017>
at Verse.PawnGenerator.GeneratePawn (Verse.PawnGenerationRequest) <0x00257>
at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef,RimWorld.Faction) <0x00105>
at RimWorld.Building_CrashedShipPart.TrySpawnMechanoids () <0x0028f>
at RimWorld.Building_CrashedShipPart.PreApplyDamage (Verse.DamageInfo,bool&) <0x00148>
at (wrapper dynamic-method) Verse.Thing.TakeDamage_Patch0 (object,Verse.DamageInfo) <0x00155>
at CombatExtended.BulletCE.Impact (Verse.Thing) <0x002f7>
at CombatExtended.ProjectileCE.CheckCellForCollision (Verse.IntVec3,UnityEngine.Ray) <0x005f6>
at CombatExtended.ProjectileCE.CheckForCollisionBetween (UnityEngine.Vector2,UnityEngine.Vector2) <0x005f3>
at CombatExtended.ProjectileCE.Tick () <0x00199>
at Verse.TickList.Tick () <0x002c0>
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
I've went to CE discord server and asked for help. After a little chat one guy pointed me to check RuntimeGC. I then tried to clear world pawns again, but I couldnt, it gives this error:
Exception filling window for RuntimeGC.UserInterface: System.NullReferenceException: Object reference not set to an instance of an object
at RuntimeGC.WorldPawnCleaner.GC (Boolean verbose) [0x00000] in <filename unknown>:0
at RuntimeGC.UserInterface.GC_wrapped (Boolean verbose) [0x00000] in <filename unknown>:0
at RuntimeGC.UserInterface.<DoComponents>b__1_0 () [0x00000] in <filename unknown>:0
at Verse.ListableOption.DrawOption (Vector2 pos, Single width) [0x00000] in <filename unknown>:0
at Verse.OptionListingUtility.DrawOptionListing (Rect rect, System.Collections.Generic.List`1 optList) [0x00000] in <filename unknown>:0
at RuntimeGC.UserInterface.DoComponents (Rect rect) [0x00000] in <filename unknown>:0
at RuntimeGC.UserInterface.DoWindowContents (Rect canvas) [0x00000] in <filename unknown>:0
at Verse.Window+<WindowOnGUI>c__AnonStorey2C4.<>m__1B1 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
no pop up, no anything. Any help?
Mod list:
Loading game from file Hialeah with mods
Core,
HugsLib,
No Mood Loss on Prisoner Sold or Died,
[T] ExpandedCloth,
[T] ExpandedCrops,
[T] MiscStuff,
[T] MoreBedsVanilla,
[T] MoreFloors,
[T] RawCropThoughts,
Clutter Furniture Module,
Clutter Weapon Hands,
Clutter Laser bolt-action,
Clutter Structures,
Clutter "The Door Stuff",
Clutter "Windows Stuff",
EdB Prepare Carefully,
Right Tool: Rebalanced,
[A17] Trading Spot,
Bridgello,
SS Damage Indicators,
Extended Turrets,
Holy Washer,
SS Researchable Stat Upgrades,
LT-DoorMat,
Rimsenal - Rimhair,
Rimsenal - Enhanced Vanilla Pack,
ED-ShieldsBasic,
Dubs Hygiene and Central Heating,
Megafauna,
Helpful Lights and Miscellany V3.0 A17,
Realistic Darkness V4.3 A17,
Industrial Rollers,
S.A.L.: Auto-crafters 3.0,
Combat Extended,
Combat Extended Guns,
Hospitality,
More Vanilla Turrets,
PowerSwitch,
Work Tab,
Dubs Skylight,
Cobblestone Floors,
Rimsenal - Security pack,
Expanded Prosthetics and Organ Engineering 2.0,
Heat Map,
Mending,
Hand Me That Brick,
Moody,
Notifications Archiver,
PhiClient,
RuntimeGC,
Allow Tool,
Wandering Caravans [v2.0],
and Glass+Lights
EDIT:
fixed it.
deleted manually everything between <pawnsAlive> and </pawnsAlive>. after that I've loaded the game, console spit out a lot of
Human_Corpse1315910 has null innerPawn. Destroying.
but after it finished, game works fine and ship opened itself.[/color]
Oh wow! This is great!
Would really like to see Auto-Reclaim memory feature before loading save.
I know the game not about save scumming, but when you run a big modpack and trying to load saves without reclaim memory i should restart my game instead pressing 1 button(cuz game direct me in menu and save file wont load before i restart).
Sometimes i forget about doing that...
*sigh* after 5 years the number of alive pawns still reached 120 because of those damned prisoners I released and 2-3 colonist relatives appearing in every raid/trade caravans.
does this work for b18?
Ofcouse not, this is for the A17 version of Rimworld.
If you want the B18 version, search this subforum for RuntimeGC.
Quote from: The Scout on February 19, 2018, 09:08:44 AM
does this work for b18?
My advice next time is to click the author's username, and then click on their post history. 90% of the time they are posting in their own most recent threads.
https://ludeon.com/forums/index.php?topic=37257.0