Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - biship

#1
I have ~30 mods. I do not see any error in game.
RimWorld 1.0.1975 rev1035, winx64
This fills my log (15,000+ times). There are no other errors in the log.

Tried to draw quad with null material.
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:58)
RimWorld.Planet.WorldRendererUtility:DrawQuadTangentialToPlanet(Vector3, Single, Single, Material, Boolean, Boolean, MaterialPropertyBlock) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Planet\Rendering\WorldRenderer.cs:279)
RimWorld.Planet.WorldObject:Draw() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Planet\WorldObject\WorldObject.cs:227)
RimWorld.Planet.WorldDynamicDrawManager:DrawDynamicWorldObjects() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Planet\Rendering\WorldDynamicDrawManager.cs:53)
RimWorld.Planet.World:WorldUpdate() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Planet\World.cs:234)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:520)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)
#2
Mods / (A new tool to) Identifying mod conflicts
August 31, 2016, 04:50:58 PM
I recently bought and then fell in love with RimWorld, and the Skyrim modder inside me started going crazy with all the fantastic RimWorld mods available.
At around 60 mods, it didn't take long before I was seeing issues in game, created from mod conflicts.

So... I wrote this tool to do some simple mod compatibilty and conflict checking: https://ludeon.com/forums/index.php?topic=25305

It's open source, and (I think) bug free.
Fell free to check it out and let me know of any issues and things you would like added.

#3

RimWorld Conflict Checker v0.0.1.1

Description
I've heavily modified and updated bobisback's RimworldConflictFinder, expanding on his nameDef check, and adding a bunch more mod checks and validations.

Download
Here: https://github.com/biship/RimworldConflictChecker/releases
Or attached to this post.

Features

  • Checks for the same nameDef defined in 2 or more mods
  • Lists all core (game default) nameDef's overwritten by mods
  • Finds any DLL existing in 2 or more mods
  • Identifies possibly corrupt or incomplete mods (partially implemented)
  • Checks versions of all mods against the RimWorld version
  • Lists mods load order also showing disabled mods
Instructions
Extract files from zip to any folder.
Run RCC.exe from windows or from a dos window.
When RCC.exe is run it will open the UI for you to pick at least 2 paths (RimWorldWin.exe & Mod folder path).
The first 2 folders are required (Mod folder 1 is auto-calculated when you choose the RimWorldWin.exe folder - but it can be changed).
(optional) Mod Folder 2 is only needed for Steam users.
(optional) ModsConfig.xml folder is only needed if using non-default location
(optional) Able to also include all non-enabled mods in all checks.


It can also be run from the command line with parameters:


Results & Output
All findings are reported to file RCC.txt in the same folder as RCC.exe.
Each check, or main function of the program is delimited by "============"'s.
Be sure to scroll down RCC.txt, as there are checks all the way through the file.


There is also a (work-in-progress) form which currently only displays the mod load order and numbers of conflicts for each.
Get all the detail info from RCC.txt


Limitations

  • Windows only (sorry!)
  • Will trigger UAC request for bug submission (can decline)
Bugs
NB: Uses opensource library NBug to submit crashes to a Mantis tracker so I can fix any issues.
Feel free to block it if you do not want the reports sent.
Please report bugs in this thread, or on GitHub.
Bug List
Copying to clipboard on results form might crash the app.

Todo
Check XML inheritance: http://ludeon.com/forums/index.php?topic=19499.0"
Check if CCL is compat with RimWorld.
Check if root, tag, defname are valid (by parsing core).
Check if a mod is valid - needs about.xml, at least one XML or dll.
Check if mod exists twice. a) based on folder name & b) based on About.xml name.
Check if a mod's defname conflicts with another defname of the same mod.
Change output to tabbed tables in a Windows Form."


Source & License
Source: https://github.com/biship/RimworldConflictChecker
License: GPL 3.0 Please include credit.
Versions

0.0.1.1 11/29/18 Updated to support Rimworld 64bit executable.
0.0.1.0 07/02/18 Updated to support Rimworld 1.0. Updated dependencies. Added ability to turn off log details.
0.0.0.9 04/16/17 Better exception handling, fixed case-sensitive bugs, handles missing version.txt or modsconfig.xml
0.0.0.8 12/31/16 Logging for opening & parsing Version.txt, NBUG & Octokit updated
0.0.0.7 12/30/16 ModsConfig.xml picker, command line changes, option to also check all non-enabled mods
0.0.0.6 12/30/16 Tweaks and change. Internal release only
0.0.0.5 12/29/16 Fixed for A16. No longer checks conflicts for non-enabled mods. More bug fixes
0.0.0.4 09/09/16 This tool will now check and notify on updates for it. More info on results form. Loads of bug fixes!
0.0.0.3 09/05/16 Added basic mod conflict form, code cleanup, null checking & bug fixes
0.0.0.2 09/01/16 Folder picker updates
0.0.0.1 08/31/16 Initial alpha release


[attachment deleted due to age]
#4
Mods / [Request] Performance counter/monitor
August 06, 2016, 05:11:05 PM
For most moddable games, someone eventually comes out with a performance meter of some kind.

Is there one for Rimworld?

I'm looking for, or willing to learn how to make (need pointers), a dll to monitor the frequency (to start with) that mod methods (or injectors) fire.
To paint a picture - a mod is supposed to fire when a pawn's mood changes, yet fires needlessly on every pawn item interaction. (this doesn't happen in any mod AFAIK).
An extension to the performance counter would be to determine how long is spent in each method.

I am just wondering if there is a way to determine the impact of other people's code ingame.

I've got to the typical situation where I'm getting game slowdown due to many mods, and would like to be able to identify which mods are impacting processing the most and then whack them off my mod list.
Thanks for any replies.
#5
Support / Crashes on startup :(
August 03, 2016, 09:37:50 AM
Worked fine up until last night. This morning, boom during startup.
Win 10 x64, 1607, 14393.10.
Running from steam, game validated (no errors), chkdsk ran.

EDIT: It seems to be a mod. Probably a DLL. Game starts fine with all mods removed. Time to workout which is causing it.

[attachment deleted by admin - too old]