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Topics - Mythos

#1
Support / Idle Pawn Lag
July 23, 2017, 10:30:52 AM
Hey there,

I'm having massive lag issues when pawn are idle. Be it colonists, prisoners or visitors. When they have something to do, like work or eat, then the FPS increase dramatically.
Is there a way to improve the performance of the game with pawns being idle?

I know that there was some mod out there for A15/A16 which increased the loop timer to search for new jobs, but I couldn't find it anymore. It was named something like "Idle Pawn Fix".
The performance currently is unbearable, playing GTA 5 on high settings with many vehicles has better performance than Rimworld.

My laptop is a MSI GE 70 2PC Apache with 16GB RAM, and an Intel Core i7-4710HQ @2.5Ghz running on 3.3Ghz. I mean 3.3Ghz is not bad to me since "real" i7 CPUs (Desktop) also run at this speed.
I'm playing on a map with the default size (250x250 I think), having 8 colonists, 7 prisoners and currently 14 visitors with 3 muffalos (one group). Running "RuntimeGC" helps from time to time, but not at this moment (also I've done it).
I've also set the process priority to high and changed the CPU cores Rimworld runs on, to not run with the others together. (would run most of the time either on 1st or 2nd core with the other applications)

Also are there any plans to improve this issue within the next alpha(s)?

Best Regards,
Mythos
#2
Hey there,

I'm having problems with the "Take to inventory" option from the drug policy editor.
My colonists are not keeping their Penoxycylines in the inventory, they are hauling them immediately to the next storage.

I'm suspecting Combat Realism to cause this problem, because it also handles the inventory.
Does anyone know how if CR is causing this and does anyone know how I get this to work without changing all weapon loadouts to include those pills?

Best Regards,
Mythos
#3
Ideas / Better Stacktraces
August 28, 2016, 02:45:25 AM
Hey there,

I'd like to suggest better stacktraces in the error console.
At the moment it's sometimes hard to find out if the game itself or a mod causes a problem.
If it's a mod, you have to be really lucky that the mod developer uses his own namespaces and the error occurs in there. (e.g. "SomeDev.SomeMod.SomeMethod(bool something)")

It would be really helpful and awesome if the console could show information like this:
Log.Error($"An error occurred in 'Core': {e.Stacktrace}");
Log.Error($"An error occurred in 'XYZ': {e.Stacktrace}");

I'm not 100% sure, but I think the mod name or at least something like that - the calling assembly (I think the mods have the same class/interface like "IMod" or something like that - note I'm not a mod dev) could be found out via reflection AFAIK.

At the moment you only can hope that the context is correct:  "Error occurred when I clicked Combat Realism's Reload button... let's hope that a bug report to Combat Realism is correct....... oh no the dev says it's caused in EPOE because it also changes medical stuff"

I'm not sure how easily this can be done, but this can be extremely helpful if you have some mods installed. :-)

Best regards,
Stefan