Quote from: Penchekrak on October 24, 2019, 04:30:00 AMHow do you do this?
I think there is a silver bullet for that issue - disable garbage collector and trigger it to run before autosave. We always have a lag before autosaving, it will change nothing if it will be 1 sec more but make gameplay much more smooth.
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#1
Support / Re: Small freezes / fps drops with increased frequency when speeding up game
October 24, 2019, 01:58:02 PM #2
Support / Re: Small freezes / fps drops with increased frequency when speeding up game
October 24, 2019, 01:57:44 PM
I also have an issue late game where the game speeds become slower late game. For example, speed 3 will look like speed 1 or 2. But I think that is just due to RimWorld being only a single core game since so much is going on, especially with over 250 mods.
#3
Support / Re: Small freezes / fps drops with increased frequency when speeding up game
October 23, 2019, 07:32:00 PM
Hey all, I'm just going to put this out there and say that I also have been having this issue since around A18. I however, have over 250 mods installed. But my issue is probably the same thing, especially late game. Although I've been experiencing it in early game as well where the game will kind of hiccup for a split second regardless if I'm panning around the map or not. It gets way worse late game and I usually get sound stutters where the sound kind of "drags" like in a BSOD for half a second or second.
My GPU is an HD7970 and I run an i5 3570k OC'd to 4.2ghz.
My GPU is an HD7970 and I run an i5 3570k OC'd to 4.2ghz.
#4
Mods / Re: [Mod Request] Sensitive Topics (Pawn Suicide and Rapes, etc.)
November 29, 2018, 02:20:18 PM
You can always get rimjobworld which lets you have children, rape, etc.
#5
Mods / [MOD REQUEST] Attack Animals/ Send to Search & Destroy Remotely
November 29, 2018, 05:07:06 AM
I am looking for a mod with a function where animals don't need to be near their master to attack distant targets. I am having trouble finding a mod that does that as I'm making a megaspider colony with the rimjobworld mod and I want the hive queen to be able to let her zerglings "search and destroy" distant targets without her being there. Assigning over 200 megaspiders to a single melee or range colonist would be quite tedious and it still doesn't get the best results with how animals currently function.
For example, if I have a ship crash and bunch of robots spawn from it, I have to create an area for the spiders to go to and wait for them to be attacked. And they will only attack one by one unless a bunch are hit by an AoE attack. This makes you lose a ton of DPS potential and ruins what a zerg rush is like as all of the megaspiders should attack on site instead of having to wait and only attack one by one if attacked at all. When it's night they go to sleep and ignore the enemies too which makes them useless. Why can't I have my animals guard the colonists properly?
Basically, this mod should function where we can have the option to change the animal AI to automatically detect and attack any hostile enemy near them and attack immedietely (maybe only when the animal is trained and the colonist is drafted) within a specified radius/line of sight the animal has. So all you would have to do is draft the colonist at your base, check the option to draft/send out animals, create the zone for the animals to go and the animals would automatically attack hostiles without their master there and without having to wait to be attacked first. This would make animals so much more viable and fix them as proper guard animals. It's like sending out trained attack dogs on a distant enemy and telling them to "sick them".
If anyone can make a mod like this, I will love you forever. I don't know if it will be super difficult to implement but considering a lot of other mods out there in my list of over 200 mods, I feel that this mod would be really easy to implement. I don't understand how this isn't in the vanilla game, unless it was done purposely for perhaps balance purposes. Either way, trained animals feel useless to me unless you're risking a pawn and in a game where you have extremely strong factions, sending out your pawn with the animals is pure suicide, especially late game.
For example, if I have a ship crash and bunch of robots spawn from it, I have to create an area for the spiders to go to and wait for them to be attacked. And they will only attack one by one unless a bunch are hit by an AoE attack. This makes you lose a ton of DPS potential and ruins what a zerg rush is like as all of the megaspiders should attack on site instead of having to wait and only attack one by one if attacked at all. When it's night they go to sleep and ignore the enemies too which makes them useless. Why can't I have my animals guard the colonists properly?
Basically, this mod should function where we can have the option to change the animal AI to automatically detect and attack any hostile enemy near them and attack immedietely (maybe only when the animal is trained and the colonist is drafted) within a specified radius/line of sight the animal has. So all you would have to do is draft the colonist at your base, check the option to draft/send out animals, create the zone for the animals to go and the animals would automatically attack hostiles without their master there and without having to wait to be attacked first. This would make animals so much more viable and fix them as proper guard animals. It's like sending out trained attack dogs on a distant enemy and telling them to "sick them".
If anyone can make a mod like this, I will love you forever. I don't know if it will be super difficult to implement but considering a lot of other mods out there in my list of over 200 mods, I feel that this mod would be really easy to implement. I don't understand how this isn't in the vanilla game, unless it was done purposely for perhaps balance purposes. Either way, trained animals feel useless to me unless you're risking a pawn and in a game where you have extremely strong factions, sending out your pawn with the animals is pure suicide, especially late game.
#6
Mod bugs / Having trouble organizing mods to prevent my game from stutter+freeze
March 24, 2018, 03:42:35 PM
Mod List: https://i.imgur.com/sAzuNaT.png
Logs: https://gist.github.com/0f2c821de6023c2c548ca61dd19d0637
My game has been stuttering and freezing, especially when my pawns build or haul things to the building. The game usually stutters during crafting/mining tasks too. The audio tends to hang/stutter as well. The only time it doesn't stutter is when I draft all of my colonists or when they haul urgently (the stuttering is reduced). I have so many mods and it's difficult to pinpoint what mods could be causing this issue. Even by reading the logs... I have no idea what I'm reading lol.
I get the "pawn started job with 10 ticks" error every now and then too.
With a large list comes many bugs. I would appreciate some help organizing my mod list to prevent these problems.
On the discussions on Steam, I made a post but didn't get too much help except with figuring out some of the reasons why it stutters. In previous versions, I never had this problem with my game with all these mods.
Steam Post: http://steamcommunity.com/app/294100/discussions/0/1693785035830972949/
Logs: https://gist.github.com/0f2c821de6023c2c548ca61dd19d0637
My game has been stuttering and freezing, especially when my pawns build or haul things to the building. The game usually stutters during crafting/mining tasks too. The audio tends to hang/stutter as well. The only time it doesn't stutter is when I draft all of my colonists or when they haul urgently (the stuttering is reduced). I have so many mods and it's difficult to pinpoint what mods could be causing this issue. Even by reading the logs... I have no idea what I'm reading lol.
I get the "pawn started job with 10 ticks" error every now and then too.
With a large list comes many bugs. I would appreciate some help organizing my mod list to prevent these problems.
On the discussions on Steam, I made a post but didn't get too much help except with figuring out some of the reasons why it stutters. In previous versions, I never had this problem with my game with all these mods.
Steam Post: http://steamcommunity.com/app/294100/discussions/0/1693785035830972949/
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