maybe allow using low-resolution and low-filesize textures and etc to reduce ram usage?
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#2
Mod bugs / Fatal error in gc: Too many heap sections (mods)
August 06, 2016, 05:37:43 AM
im not really asking for a fix- im pretty sure this has to do with a lack of RAM, because i am using a lot of mods. however, when i crash due to a lack of ram, it usually doesnt give me this error.
output.log:
https://gist.github.com/199ebbace8012a764112ec674e0a16d7
error.log:
https://gist.github.com/88ca751435f4e342ba3ca1a24e52aaef
output.log:
https://gist.github.com/199ebbace8012a764112ec674e0a16d7
error.log:
https://gist.github.com/88ca751435f4e342ba3ca1a24e52aaef
#3
Ideas / Increase ram allocated too Rimworld?
August 05, 2016, 12:18:43 AM
i play rimworld with a ton of mods, and it crashes a lot , due to it running out of ram, im pretty sure. so i wonder ,is there a way to make rimworld use more ram? or make it large address aware? i heard that sometimes helps, on occasion?
#4
Mod bugs / using mods, siegers wont build barrage cannon from rimsenal
July 27, 2016, 10:34:56 AM
ive found a bug, when orion corporation (from glittertech) trys to siege, they wont build anything, and my log is getting spammed with a null reference exception:
im using a lot of mods though:
<li>Core</li>
<li>Community Core Library</li>
<li>EdB Prepare Carefully</li>
<li>Toxic Fallout Protection Suit</li>
<li>Clutter Furniture Module</li>
<li>Clutter Structures</li>
<li>ESM - Mine Vein</li>
<li>ESM - Mountain Temp</li>
<li>ESM - Smooth Wall</li>
<li>High Caliber</li>
<li>Infused</li>
<li>Izzyssentials Core</li>
<li>Izzyssentials Furniture</li>
<li>Izzyssentials Lights</li>
<li>Izzyssentials Switch</li>
<li>Area Rugs v1.04</li>
<li>Miscellaneous 'CORE'</li>
<li>Misc. MapGenerator</li>
<li>Misc. Incidents</li>
<li>Misc. MAI</li>
<li>Misc. Robots</li>
<li>PowerSwitch</li>
<li>Misc. Training</li>
<li>Misc. Objects</li>
<li>Misc. Patch - Prepare Carefully</li>
<li>Hospitality</li>
<li>Colony Manager</li>
<li>Stonecutting Tweak v1.02</li>
<li>Medical Tab</li>
<li>Right Tool For The Job v1.15</li>
<li>RTGs v1.15</li>
<li>Follow Me!</li>
<li>Work Tab</li>
<li>Animals Tab</li>
<li>Blueprints</li>
<li>Area Unlocker</li>
<li>Relations Tab</li>
<li>One Big Family</li>
<li>Animal Hide Working v2.10</li>
<li>Capsule Power v1.02</li>
<li>Medical Training v1.05</li>
<li>Log Walls v1.26</li>
<li>Fluffy Breakdowns</li>
<li>Expanded Prosthetics and Organ Engineering</li>
<li>P-Music</li>
<li>Tilled Soil</li>
<li>More Trade Ships</li>
<li>Fences v1.01</li>
<li>Furnace</li>
<li>Double Population</li>
<li>Miniaturisation</li>
<li>[T] ExpandedCloth</li>
<li>[T] MoreBedsCloth</li>
<li>[T] MoreFloors</li>
<li>[T] ExpandedCrops</li>
<li>Glitter Tech (No Surgery)</li>
<li>ED-Embrasures</li>
<li>ED-ReinforcedStuff</li>
<li>ED-ClosableVent</li>
<li>ED-PoweredVent</li>
<li>ED-SubspaceTransponder</li>
<li>ED-AutoLoader</li>
<li>ED-Moat</li>
<li>Auto Seller</li>
<li>LT-DoorMat</li>
<li>LT-A Dog Said...</li>
<li>Roof Support</li>
<li>RedistHeat</li>
<li>Foam grenades</li>
<li>Mind Altering Device</li>
<li>PowerArmourMKII</li>
<li>MedievalShields</li>
<li>ArmourRepair</li>
<li>Allow Tool</li>
<li>Recycle</li>
<li>Remote Explosives</li>
<li>Rimsenal - Federation TEST a14</li>
<li>Rimsenal</li>
<li>Rimsenal - Feral TEST</li>
<li>Rimsenal - Security</li>
<li>Talons</li>
<li>Apparello 2</li>
<li>Expanded Traits</li>
<li>Mechanite Augmentation</li>
<li>More Vanilla Turrets</li>
<li>Numbers</li>
<li>CorePanda</li>
<li>Cupro's Drinks</li>
<li>Additional Joy Objects</li>
<li>Dwarven Crafts</li>
<li>Extra Floors</li>
<li>Ancient Amulets</li>
<li>Cupro's Alloys</li>
<li>Expanded Power</li>
<li>Zen Garden</li>
<li>RimPharma</li>
<li>Powerless!</li>
<li>Quarry</li>
edit: i also got a error when clicking on one of the artillery buildings they had set too be built: its a barrage cannon, from another mod,rimsenal security, and clicking on it made a error in the debug log:
it appears its made off "Stuff" but it isnt supposed too be? maybe if i can get rid of the blueprint or something?
im using a lot of mods though:
<li>Core</li>
<li>Community Core Library</li>
<li>EdB Prepare Carefully</li>
<li>Toxic Fallout Protection Suit</li>
<li>Clutter Furniture Module</li>
<li>Clutter Structures</li>
<li>ESM - Mine Vein</li>
<li>ESM - Mountain Temp</li>
<li>ESM - Smooth Wall</li>
<li>High Caliber</li>
<li>Infused</li>
<li>Izzyssentials Core</li>
<li>Izzyssentials Furniture</li>
<li>Izzyssentials Lights</li>
<li>Izzyssentials Switch</li>
<li>Area Rugs v1.04</li>
<li>Miscellaneous 'CORE'</li>
<li>Misc. MapGenerator</li>
<li>Misc. Incidents</li>
<li>Misc. MAI</li>
<li>Misc. Robots</li>
<li>PowerSwitch</li>
<li>Misc. Training</li>
<li>Misc. Objects</li>
<li>Misc. Patch - Prepare Carefully</li>
<li>Hospitality</li>
<li>Colony Manager</li>
<li>Stonecutting Tweak v1.02</li>
<li>Medical Tab</li>
<li>Right Tool For The Job v1.15</li>
<li>RTGs v1.15</li>
<li>Follow Me!</li>
<li>Work Tab</li>
<li>Animals Tab</li>
<li>Blueprints</li>
<li>Area Unlocker</li>
<li>Relations Tab</li>
<li>One Big Family</li>
<li>Animal Hide Working v2.10</li>
<li>Capsule Power v1.02</li>
<li>Medical Training v1.05</li>
<li>Log Walls v1.26</li>
<li>Fluffy Breakdowns</li>
<li>Expanded Prosthetics and Organ Engineering</li>
<li>P-Music</li>
<li>Tilled Soil</li>
<li>More Trade Ships</li>
<li>Fences v1.01</li>
<li>Furnace</li>
<li>Double Population</li>
<li>Miniaturisation</li>
<li>[T] ExpandedCloth</li>
<li>[T] MoreBedsCloth</li>
<li>[T] MoreFloors</li>
<li>[T] ExpandedCrops</li>
<li>Glitter Tech (No Surgery)</li>
<li>ED-Embrasures</li>
<li>ED-ReinforcedStuff</li>
<li>ED-ClosableVent</li>
<li>ED-PoweredVent</li>
<li>ED-SubspaceTransponder</li>
<li>ED-AutoLoader</li>
<li>ED-Moat</li>
<li>Auto Seller</li>
<li>LT-DoorMat</li>
<li>LT-A Dog Said...</li>
<li>Roof Support</li>
<li>RedistHeat</li>
<li>Foam grenades</li>
<li>Mind Altering Device</li>
<li>PowerArmourMKII</li>
<li>MedievalShields</li>
<li>ArmourRepair</li>
<li>Allow Tool</li>
<li>Recycle</li>
<li>Remote Explosives</li>
<li>Rimsenal - Federation TEST a14</li>
<li>Rimsenal</li>
<li>Rimsenal - Feral TEST</li>
<li>Rimsenal - Security</li>
<li>Talons</li>
<li>Apparello 2</li>
<li>Expanded Traits</li>
<li>Mechanite Augmentation</li>
<li>More Vanilla Turrets</li>
<li>Numbers</li>
<li>CorePanda</li>
<li>Cupro's Drinks</li>
<li>Additional Joy Objects</li>
<li>Dwarven Crafts</li>
<li>Extra Floors</li>
<li>Ancient Amulets</li>
<li>Cupro's Alloys</li>
<li>Expanded Power</li>
<li>Zen Garden</li>
<li>RimPharma</li>
<li>Powerless!</li>
<li>Quarry</li>
edit: i also got a error when clicking on one of the artillery buildings they had set too be built: its a barrage cannon, from another mod,rimsenal security, and clicking on it made a error in the debug log:
it appears its made off "Stuff" but it isnt supposed too be? maybe if i can get rid of the blueprint or something?
#5
Mod bugs / using mods, accuracy gets astronomically high at range
July 23, 2016, 11:24:31 AM
for some reason, and this only applies too one of my colonists, accuracy gets very high at long range, getting higher the farther away a pawn is from its target.
here is its accuracy when adjacent:
here it is one tile away:
two tiles:
even farther away:
it keeps rising, all the way up too negative 2147483647 or similiar,
however, this only applys too this one colonist:
, atleast, thats what i found out, it may apply too others, but there is one it doesent apply too one of my colonist who is incapable of violence and has no shooting skill, when i gave her a gun, the chance too hit scaled normally.
here is a list of mods:
<li>Core</li>
<li>Community Core Library</li>
<li>CorePanda pre14.00</li>
<li>EdB Prepare Carefully</li>
<li>Toxic Fallout Protection Suit</li>
<li>Additional Joy Objects pre14.00</li>
<li>Ancient Amulets 14.00</li>
<li>Apparello 2</li>
<li>Clutter Furniture Module</li>
<li>Clutter Structures</li>
<li>Cupro's Alloys 14.00</li>
<li>Cupro's Drinks pre14.00</li>
<li>Dwarven Crafts 14.00</li>
<li>Powerless! pre14.00</li>
<li>ESM - Mine Vein</li>
<li>ESM - Mountain Temp</li>
<li>ESM - Smooth Wall</li>
<li>High Caliber</li>
<li>Infused</li>
<li>Izzyssentials Core</li>
<li>Izzyssentials Furniture</li>
<li>Izzyssentials Lights</li>
<li>Izzyssentials Switch</li>
<li>Area Rugs v1.04</li>
<li>Quarry 14.00</li>
<li>Miscellaneous 'CORE'</li>
<li>Misc. MapGenerator</li>
<li>Misc. Incidents</li>
<li>Misc. MAI</li>
<li>Misc. Robots</li>
<li>PowerSwitch</li>
<li>Misc. Training</li>
<li>Misc. Objects</li>
<li>Misc. Patch - Prepare Carefully</li>
<li>Numbers</li>
<li>Hospitality</li>
<li>Colony Manager</li>
<li>Stonecutting Tweak v1.02</li>
<li>Medical Tab</li>
<li>Right Tool For The Job v1.15</li>
<li>Animals Tab</li>
<li>RTGs v1.15</li>
<li>Follow Me!</li>
<li>Work Tab</li>
<li>Blueprints</li>
<li>Area Unlocker</li>
<li>Relations Tab</li>
<li>One Big Family</li>
<li>Animal Hide Working v2.10</li>
<li>Capsule Power v1.02</li>
<li>Medical Training v1.05</li>
<li>Log Walls v1.26</li>
<li>Fluffy Breakdowns</li>
<li>Expanded Prosthetics and Organ Engineering</li>
<li>P-Music</li>
<li>Tilled Soil</li>
<li>More Trade Ships</li>
<li>Fences v1.01</li>
<li>Furnace</li>
<li>Double Population</li>
<li>Miniaturisation</li>
<li>[T] ExpandedCloth</li>
<li>[T] MoreBedsCloth</li>
<li>[T] MoreFloors</li>
<li>Glitter Tech (No Surgery)</li>
<li>ED-Embrasures</li>
<li>ED-ReinforcedStuff</li>
<li>ED-ClosableVent</li>
<li>ED-PoweredVent</li>
<li>ED-SubspaceTransponder</li>
<li>ED-AutoLoader</li>
<li>ED-Moat</li>
<li>ED-More Vanilla Turrets</li>
<li>Auto Seller</li>
<li>LT-DoorMat</li>
<li>LT-A Dog Said...</li>
<li>RedistHeat</li>
<li>Roof Support</li>
<li>Foam grenades</li>
<li>Mind Altering Device</li>
<li>PowerArmourMKII</li>
<li>MedievalShields</li>
<li>ArmourRepair</li>
<li>Allow Tool</li>
<li>Recycle</li>
<li>Remote Explosives</li>
<li>Rimsenal</li>
<li>Rimsenal - Federation TEST a14</li>
<li>Rimsenal - Feral TEST</li>
<li>Rimsenal - Security</li>
<li>Expanded Traits</li>
<li>RD_DevSpeedEnabler</li>
here is its accuracy when adjacent:
here it is one tile away:
two tiles:
even farther away:
it keeps rising, all the way up too negative 2147483647 or similiar,
however, this only applys too this one colonist:
, atleast, thats what i found out, it may apply too others, but there is one it doesent apply too one of my colonist who is incapable of violence and has no shooting skill, when i gave her a gun, the chance too hit scaled normally.
here is a list of mods:
<li>Core</li>
<li>Community Core Library</li>
<li>CorePanda pre14.00</li>
<li>EdB Prepare Carefully</li>
<li>Toxic Fallout Protection Suit</li>
<li>Additional Joy Objects pre14.00</li>
<li>Ancient Amulets 14.00</li>
<li>Apparello 2</li>
<li>Clutter Furniture Module</li>
<li>Clutter Structures</li>
<li>Cupro's Alloys 14.00</li>
<li>Cupro's Drinks pre14.00</li>
<li>Dwarven Crafts 14.00</li>
<li>Powerless! pre14.00</li>
<li>ESM - Mine Vein</li>
<li>ESM - Mountain Temp</li>
<li>ESM - Smooth Wall</li>
<li>High Caliber</li>
<li>Infused</li>
<li>Izzyssentials Core</li>
<li>Izzyssentials Furniture</li>
<li>Izzyssentials Lights</li>
<li>Izzyssentials Switch</li>
<li>Area Rugs v1.04</li>
<li>Quarry 14.00</li>
<li>Miscellaneous 'CORE'</li>
<li>Misc. MapGenerator</li>
<li>Misc. Incidents</li>
<li>Misc. MAI</li>
<li>Misc. Robots</li>
<li>PowerSwitch</li>
<li>Misc. Training</li>
<li>Misc. Objects</li>
<li>Misc. Patch - Prepare Carefully</li>
<li>Numbers</li>
<li>Hospitality</li>
<li>Colony Manager</li>
<li>Stonecutting Tweak v1.02</li>
<li>Medical Tab</li>
<li>Right Tool For The Job v1.15</li>
<li>Animals Tab</li>
<li>RTGs v1.15</li>
<li>Follow Me!</li>
<li>Work Tab</li>
<li>Blueprints</li>
<li>Area Unlocker</li>
<li>Relations Tab</li>
<li>One Big Family</li>
<li>Animal Hide Working v2.10</li>
<li>Capsule Power v1.02</li>
<li>Medical Training v1.05</li>
<li>Log Walls v1.26</li>
<li>Fluffy Breakdowns</li>
<li>Expanded Prosthetics and Organ Engineering</li>
<li>P-Music</li>
<li>Tilled Soil</li>
<li>More Trade Ships</li>
<li>Fences v1.01</li>
<li>Furnace</li>
<li>Double Population</li>
<li>Miniaturisation</li>
<li>[T] ExpandedCloth</li>
<li>[T] MoreBedsCloth</li>
<li>[T] MoreFloors</li>
<li>Glitter Tech (No Surgery)</li>
<li>ED-Embrasures</li>
<li>ED-ReinforcedStuff</li>
<li>ED-ClosableVent</li>
<li>ED-PoweredVent</li>
<li>ED-SubspaceTransponder</li>
<li>ED-AutoLoader</li>
<li>ED-Moat</li>
<li>ED-More Vanilla Turrets</li>
<li>Auto Seller</li>
<li>LT-DoorMat</li>
<li>LT-A Dog Said...</li>
<li>RedistHeat</li>
<li>Roof Support</li>
<li>Foam grenades</li>
<li>Mind Altering Device</li>
<li>PowerArmourMKII</li>
<li>MedievalShields</li>
<li>ArmourRepair</li>
<li>Allow Tool</li>
<li>Recycle</li>
<li>Remote Explosives</li>
<li>Rimsenal</li>
<li>Rimsenal - Federation TEST a14</li>
<li>Rimsenal - Feral TEST</li>
<li>Rimsenal - Security</li>
<li>Expanded Traits</li>
<li>RD_DevSpeedEnabler</li>
#6
Help / all my colonists have 100% chance too hit
July 23, 2016, 07:38:26 AM
every one of my colonists has a super high chance too hit, i dont know what mod does it.
i checked all the individual stats, not seem too cause it.
any log file or similiar that can help find out what is causing this issue?
edit: i posted a similiar thread in the support board/area, link: https://ludeon.com/forums/index.php?topic=22049.msg238625#msg238625
i checked all the individual stats, not seem too cause it.
any log file or similiar that can help find out what is causing this issue?
edit: i posted a similiar thread in the support board/area, link: https://ludeon.com/forums/index.php?topic=22049.msg238625#msg238625
#7
General Discussion / Petsplosion in rimworld
July 23, 2016, 03:07:50 AM
i tried a scenario with 1000 and only 1 colonist, and wanted too see what would happen if they all went beserk, so i spawned a colonist ( the first one was stuck and a single cell with like, 100 or 500 pet animals) and a psychic animal pulse, and had the new colonist activate it, and because all the pets were sort of compacted at first, because there isnt enough space near the drop pods for them all too land in, a lot of them occupied one square, and when i activated the psychic animal pulser, theyall sorta expanded outward:
a lot of them are dying already.
a lot of them are dying already.
#8
General Discussion / mechanoid area revealed in mountain without mining?
July 22, 2016, 01:02:54 AM
some mechanoids within a cavity in the mountain somehow got revealed, and whats worse is that they are mining towards my colony:
is this bad or horrible? should i be worried?
is this bad or horrible? should i be worried?
#9
General Discussion / A trader's muffalo had a heart attack and i got free stuff :D
July 20, 2016, 01:21:15 PM
right now, a muffalo of a trader had a heart attack, and i got a ton of silver, a psychic insanity lance, and a animal pulser
pictures:
edit: the muffalo died too, so now i also get free meat
pictures:
edit: the muffalo died too, so now i also get free meat
#10
Ideas / Events listed on the histroy graphs
July 20, 2016, 07:27:51 AM
i would like too see, on the history graph, whenenever i get the mail thingys that come up above the bottom right corner of the screen, that are blue and red when its a raider or other bad thing , i would like it if it was marked on the history graph when it came, for each thing that shows up. so if a wanderer joins, it would be listed in the historygraph. i thought this was already apart of the game, but i checked the history graph and i dont see any marking for events or etc.
#11
General Discussion / Hive food source
July 19, 2016, 08:46:22 AM
i found a hive:
it says it will reproduce soon, should i use it as a food source, a constant source of insect meat?
it says it will reproduce soon, should i use it as a food source, a constant source of insect meat?
#12
Ideas / bringing back the dev-log?
July 19, 2016, 08:03:27 AM
i remember there being a dev log where tynan sylvester would upload change logs for indevelopment builds, and it was really neat, but then it was discontinued. im thinking that, it might be cool if it was put back into use again, for more dev logs too be updated.
#13
Mods / Rimworld equivalent of MC forge dictionary.
April 08, 2015, 07:49:41 PM
as someone who uses alot of mods, ive noticed many mods having "overlapping" items, for example: both mechanical defense 2 and glitter tech (i think) both have a resource called silicon, yet they are used differently and cannot be used interchangeably. i think it would be great if we had a rimworld equivalent of the minecraft "forge dictionary" where we can have a system of items from different mods being used interchangeably, or at the very least a way of converting items from one mod into an item of another mod (like MD2 silicon to GT silicon, or M&Co electronic circuits to GT computer components, and vice versa). it wouldnt be too hard to mod in, just a small workbench that can be made very cheaply and with alot of recipes for converting items. what do you think of this? i think it may be hard to balance, but not impossible.
#14
Support / Colony overview screen not working, modded alpha 8
December 25, 2014, 04:02:45 PM
Can someone please help? i have a problem where only 1 of my 2 colonist show up on my colony overview screen, and the only option i can change is firefighting. i already posted this problem before on this thread but i deleted it because i thought it was fixed but then it turns out its still unfixed. can someone please help? thanks in advance.
#15
Mods / Bigger map sizes {request}
August 15, 2014, 08:36:18 PM
is it possible to increase the size of the map? so like, 500x500 or 1000x1000? i know it would run horribly laggy, and have horrible bugs, but i just want to see if its possible, it would be great if someone made a mod for it.
#16
Stories / First night, 5 raiders.
March 22, 2014, 05:23:22 PM
hello! this is my first story like post ever! on an forums! as you can tell by the title, im playing on random (with many mods) and on the very first night, there is 5 raiders! 3 of them have laspistols (project armory) one a remington model 870, one with a glock 19, and one with a colt police positive. as im playing the game as im making this thread/topic, ill post again on this topic on how the battle goes and stuff.
#17
Mods / (request) Compatibility mod
March 21, 2014, 05:05:31 PM
Hello! im new too these forums, but i have a request: i play with many mods, and i notice that, when i play with wood economy and industrial rim, both mods add wood, and i think they may be overwriting eachother. (i dont think the wood economy table saw is popping up in furniture anymore, maybe replaced by the industrial rim wood cutting table?) thanks in advance. this game is awesome.
edit: i found more incompatibilities: animal rugs, cant make animal rugs (option to skin animals is no longer there) and i cant make thoughrock concrete. i think ill just remove industrial rim
edit: i found more incompatibilities: animal rugs, cant make animal rugs (option to skin animals is no longer there) and i cant make thoughrock concrete. i think ill just remove industrial rim
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