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Messages - TastyCookies

#1
Quote from: legendary on May 20, 2019, 07:30:17 AM
This is pure insanity... 242 mods? Could you please share the list? Even HardcoreSK doesn't have so many mods. Compatibility question? OMG.
Here is the attachment that has my mod list, note that there are a lot of mods that are def heavy. Surprisingly, I did not get any errors upon startup. I only get errors when I open up the mod list but they are harmless and it is caused by ModSwitch.

[attachment deleted due to age]
#2
Wow this update drastically reduced my loading times. I reported before that I had a load time of approximately 51 minutes with 242 mods and about 25% of them are content heavy. After this beta update, I have a load time of 16 minutes and 30 seconds with the same setup. Great work Ludeon!

Note that the author of RIMMSLoadUp stated that the mod may not be necessary more with this update, however he also stated that it is missing the preview texture cache which hopefully can be integrated with this update to help speed things up a bit more. BetterLoading Screen mod still works with this new version.
#3
General Discussion / Re: Next Update
May 06, 2019, 03:13:08 PM
I do know that Tynan plans to release another update to address the loading times that many people with mods are experiencing. Here is the tweet that he made.

https://twitter.com/TynanSylvester/status/1082378656008294400

#4
Quote from: Ronburgundy on February 15, 2019, 08:15:10 AM
My game with mods loads fine till this point then it sits here for  30+ minutes
here is the config any help would be helpful.
https://pastebin.com/HAnMwSAc

I also want to point out that I too experience that part of the loading time. Once the game reloads the recipe def database at 94, the loading screen takes 30+ minutes for it to progress. I have a total of 241 mods installed. Total load time was approximately 51 minutes.
#5
FYI guys, Cpt.OHU is still working on this mod, he said in this Discord that it will take a while but is still working on it, that message was sent on Oct. 29th.
#6
Tynan,

Thank you so much for developing a 64-bit version of RimWorld, I just tested it and everything is working good so far. I think if anyone chooses to heavily mod their game, they would need about 8gb minimum. To anyone that wants to access this version, you need to create a separate shortcut to the file RimWorldWin64.

This maybe a dumb question, but will modders have to make a different version of their mod for the 64-bit version?
#7
Quote from: Almantuxas on June 17, 2018, 05:10:06 AM
Just got my hands on 1.0 unstable (x64 executable), and the game is already sending errors.
EDIT: more errors (hurray!).
EDIT #2: and the errors don't stop coming and they don't stop coming, filling my output log with alot of nonsense.
Wait, does that mean RimWorld is now 64-bit? :D
#8
General Discussion / Re: 64 bit?
June 07, 2018, 07:37:18 PM
Quote from: kenmtraveller on June 07, 2018, 11:32:09 AM
They are definitely 'working on' a 64 bit version of the game.  There is a 64 bit depot on Steam with a 64 bit version of the main Windows 64 bit executable on it; a link has been posted to Reddit.  No idea how far along the conversion is though, or whether it will ever be released.
Can I have a link to that please? I would love to see it.

Edit: Yep I can confirm that they are indeed working on a 64-bit version, SteamDB lists a 64-bit version of Rimworld under the depot section, last known modification of it was February of this year. Here is the link for anyone else that wants to see. Will it improve performance? Maybe. Will it allow people to throw alot of mods in the game while playing a ludeoncrous map size and 100% globe coverage for a long time, absolutely.

Link: https://steamdb.info/app/294100/depots/
#9
General Discussion / Re: 64 bit?
June 07, 2018, 09:17:09 AM
Honestly if they keep adding content past 1.0 (hoping they do), the game is gonna require more memory to load them in which will make the game consume more memory on startup and your playthroughs short and small.
#10
Does Rimworld even have a method of reducing memory usage? I'm curious, what is your memory usage when you start your game?
#11
Ok so I have been activating certain mods to see which one eats up more memory and so far the ones that do in my modlist are Zombieland which eats up about 300mb and Call of Cthulu and its expansions which eats up about 500mb. Adding all the other mods one by one with Call of Cthulu leads it to about 2gb so far. But once I got up to this point, upon clicking the mods button in the main menu, the memory consumption drops from 2gb to 1.6gb?!?! I am so confused on how Rimworld uses its memory, I have not activated all the other mods yet. Does this have to do with updating from A17 to B18? Maybe it is best if I just reinstall Rimworld and see what happens then.

P.S: This is the first time I touched Rimworld since 6 months ago. This is becoming a log for everyone who wonders what happens if you install alot of mods.
#12
Quote from: Lawlzer on May 22, 2018, 02:07:15 PM
Quote from: TastyCookies on May 22, 2018, 01:47:16 PM
Thanks for the advice, I have attached an output log for people to see. So it's not a memory related problem but a mod problem? I no longer crash when seeing the map glitch out like that but if I were to alt-tab out and back in, the game would still run but all I see is my desktop, I can still click and hear sounds but I don't know what I am pressing so clearly the game still works.
I apologize, I didn't see you say you crashed! My bad.
I don't ever crash, and I use a lot of mods, so I agree, it's almost definitely a mod "ordering"issue - I'll upload a debug file when I can.
Thanks :)

So I ran some tests on Rimworld and I have found two definite instances where memory leaks occur. The first one is when you click on the mod menu and exit out of it, the application doesn't release the memory that was used to load it and if you keep on doing it, the game crashes. The second is if you load a save then exit to the menu, the game will still not release memory and if you keep doing it, the game crashes.

I don't know why Rimworld doesn't release any memory after initialization, my game upon startup uses about 2.7gb of ram already. I tried to reclaim the memory using RuntimeGC and while it did drop the memory usage down quite a bit (~700mb), the memory starts to be consumed a second after back to the original usage.

Correct me if I am wrong about those being memory leaks in the first paragraph, is that how the application works?
#13
Thanks for the advice, I have attached an output log for people to see. So it's not a memory related problem but a mod problem? I no longer crash when seeing the map glitch out like that but if I were to alt-tab out and back in, the game would still run but all I see is my desktop, I can still click and hear sounds but I don't know what I am pressing so clearly the game still works.
#14
Quote from: Lawlzer on May 22, 2018, 12:04:36 PM
Just saying to anyone else trying to help: My world map also often looks like that, I'm playing on a ludonecrous (that spelling...) world, with 100% map size, though.
I'll check my mods and how much memory is being used, when I get home today.

Does your game crash as soon as you see that? Also thanks for posting the same issue, we may both have a mod that can be the cause.
#15
1. Okay, so i was playing around with my mod list in the main menu and I am wondering if this is normal for Rimworld to do this with mods. Each time I click on the mod menu button, my RAM increases by 100mb, each time I do this it keeps going up and up and up to the point where I can actually cause the application to cease because I think Rimworld has reached its memory limit. Shouldn't Rimworld release the memory afterwards or this considered a memory leak? I do have 183 mods.

2. Why does Rimworld use alot of memory after initializing? With my mod list of 183 mods, Rimworld is already using over 2.2gb of RAM before I even start playing and if I attempt to press the world map button (100% coverage), my world has patterns of snow flakes all over (looks like an artificial world being constructed). Is there any way for the memory to be reduced after initialization?

Thanks for taking the time to read this :)

Example of what my world looks like from 2: https://i.redditmedia.com/Zy1s3zwrwU7euStf8urMjpE6GJNT2j7ppZ27GXdpOEw.png?s=142a513fe1a35286337d40f5fb2ef15d

My Mod list (sorry I don't know how to put spoilers)
<li>Core</li>
         <li>HugsLib</li>
         <li>ModSwitch</li>
         <li>JecsTools</li>
         <li>Miscellaneous 'CORE'</li>
         <li>RuntimeGC</li>
         <li>MuteGC</li>
         <li>EdB Prepare Carefully</li>
         <li>ED-EnhancedOptions</li>
         <li>RimStory</li>
         <li>ResearchPal</li>
         <li>Color Coded Mood Bar</li>
         <li>Better Workbench Management</li>
         <li>Blueprints</li>
         <li>Psychology</li>
         <li>RT's Weapon Pack B18</li>
         <li>RT's Weapon Pack B18 - visibility patch</li>
         <li>Star Wars - The Force</li>
         <li>Star Wars - Fully Functional Lightsabers</li>
         <li>Star Wars - Factions</li>
         <li>Call of Cthulhu - Cults</li>
         <li>Call of Cthulhu - Factions</li>
         <li>Call of Cthulhu - Industrial Age</li>
         <li>Call of Cthulhu - Cosmic Horrors</li>
         <li>Rim of Madness - Werewolves</li>
         <li>Rim of Madness - Vampires</li>
         <li>[CP] The U.S. Military Kit (B18)</li>
         <li>[CP] The British Military Kit (B18)</li>
         <li>[CP] The DOOM Kit (B18)</li>
         <li>Medieval Times</li>
         <li>A RimWorld of Magic</li>
         <li>Giddy-up! Core</li>
         <li>Giddy-up! Battle Mounts</li>
         <li>Giddy-up! Caravan</li>
         <li>Misc. Robots</li>
         <li>Misc. MAI</li>
         <li>Misc. Robots++</li>
         <li>Misc. Training</li>
         <li>Misc. Incidents</li>
         <li>A Dog Said...</li>
         <li>VGP Vegetable Garden</li>
         <li>VGP Garden Gourmet</li>
         <li>VGP Garden Drinks</li>
         <li>VGP Garden Fabrics</li>
         <li>VGP Garden Medicine</li>
         <li>VGP Garden Resources</li>
         <li>VGP Garden Tools</li>
         <li>VGP More Veggies</li>
         <li>VGP Xtra Trees and Flowers</li>
         <li>VGP Soylent Production</li>
         <li>VGP_CoffeeTeaDrugs</li>
         <li>Zombieland</li>
         <li>Save Our Ship</li>
         <li>FishIndustry</li>
         <li>Rimatomics - Beta Test</li>
         <li>Dubs Bad Hygiene - BETA</li>
         <li>[CP] Detailed Body Textures (B18)</li>
         <li>Facial Stuff 0.18.5.2</li>
         <li>Spoons Hair Mod</li>
         <li>Rimsenal - Rimhair</li>
         <li>[KV] Change Dresser - B18</li>
         <li>Children and Pregnancy - Testing v0.4e</li>
         <li>Mad Skills</li>
         <li>Pick Up And Haul</li>
         <li>While You're Up</li>
         <li>Just Ignore Me Passing</li>
         <li>Cut blighted plants</li>
         <li>Defensive Positions</li>
         <li>Predator Hunt Alert</li>
         <li>QualityBuilder</li>
         <li>AnimalCollabProj</li>
         <li>AnimalCollabProj ADS Patch</li>
         <li>Dinosauria</li>
         <li>GeneticRim b18</li>
         <li>GeneticRim Cosmic Horrors Patch</li>
         <li>GeneticRim Dinosauria Patch</li>
         <li>Clone Bay</li>
         <li>Mechanoids Extraordinaire</li>
         <li>Expanded Prosthetics and Organ Engineering</li>
         <li>Set-Up Camp</li>
         <li>OHU Ships</li>
         <li>[KV] Trading Spot - B18</li>
         <li>Remote Explosives</li>
         <li>More Vanilla Turrets [B18]</li>
         <li>More Furniture [B18]</li>
         <li>[KV] RimFridge - B18</li>
         <li>Fire Extinguisher [B18]</li>
         <li>Deep Ore Identifier</li>
         <li>Medical Training</li>
         <li>Quarry</li>
         <li>Children</li>
         <li>Sometimes Raids Go Wrong</li>
         <li>Prison Labor</li>
         <li>Hospitality</li>
         <li>Apparello 2</li>
         <li>[CP] Rimmu-Nation - Clothing (B18)</li>
         <li>Jecs Tobacco and Cigarettes</li>
         <li>Project RimFactory</li>
         <li>Industrial Rollers</li>
         <li>Mass Graves</li>
         <li>LT-DoorMat</li>
         <li>RT Fuse</li>
         <li>MiningCo. DrillTurret</li>
         <li>MiningCo. SpotlightTurret</li>
         <li>MiningCo. MiningHelmet</li>
         <li>MiningCo. MMS</li>
         <li>MiningCo. Spaceship</li>
         <li>Tribal Essentials [b18]</li>
         <li>Additional Joy Objects</li>
         <li>HolyWasher</li>
         <li>[CP] Retro Joy (B18)</li>
         <li>[T] MoreFloors</li>
         <li>[T] MoreBedsVanilla</li>
         <li>Doors Expanded</li>
         <li>Centralized Climate Control</li>
         <li>[sd] advanced powergeneration</li>
         <li>Stony campfire</li>
         <li>Wall Vitals Monitor</li>
         <li>【B18】Animal straw bed</li>
         <li>Fences And Floors</li>
         <li>[sd] round tables</li>
         <li>[RF] Basic Bridges [b18]</li>
         <li>Signs and Memorials</li>
         <li>Statue of Colonist</li>
         <li>Camping Stuff</li>
         <li>Expanded Roofing</li>
         <li>Roof Support B18</li>
         <li>Dirt Paths</li>
         <li>Glass+Lights</li>
         <li>[CP] Portable Power Generator (B18)</li>
         <li>Repair Workbench</li>
         <li>Animals Logic</li>
         <li>P-Music</li>
         <li>AllowDeadMansApparel</li>
         <li>Simple sidearms</li>
         <li>RunAndGun</li>
         <li>More Trade Ships</li>
         <li>More Sculpture</li>
         <li>Hand Me That Brick</li>
         <li>I Can Fix It!</li>
         <li>JTReplaceWalls [B18]</li>
         <li>[RF] Smooth Stone Walls [b18]</li>
         <li>Movable Sandbags</li>
         <li>Conduit Deconstruct</li>
         <li>Cheaper Components</li>
         <li>Stack Merger</li>
         <li>Accurate Mortars</li>
         <li>Efficient Light</li>
         <li>Realistic Rooms</li>
         <li>Various Space Ship Chunk [A18]</li>
         <li>Sparkling Worlds Addon - More Events [B18]</li>


[attachment deleted due to age]