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Messages - Freeaze

#1
Bugs / [0.16.1393] Bleeding doesn't stop?
January 25, 2017, 07:52:09 PM
I just encountered something wierd. I have one colonist, Huntah, who is bleeding badly. Apparaently he's bleeding 150% because of one arm recently being shut off, he has less than an hour to live before he bleeds out (Blood loss: Extreme 100%). My doctor is standing right beside him and DOES manage to stop the bleeding before his time runs out, a few second after the doctor is done bandaging him he dies, from blood loss.
I expected him to stop bleeding after the wound was bandaged, this was not the case.

http://i.imgur.com/JdOqCKi.jpg
http://i.imgur.com/KdrwXMk.jpg

Looking back at the save and screenshots he dies every time. I even tried picking him up (carry) and dropping him a tile away or so (after being done with bandaging him) to see if he needed to update or something, he still dies.

I've now saved him using the devtool but yeah, strange.

Trying to figure out if there's something wonky going on here. I did turn off the game during this live event, wondering if it might have something to do with that, maybe something bugged out when trying to resume the save in that situation.

I've attached the save file for before I bandaged him.

Cheers!

[attachment deleted by admin due to age]
#2
Bugs / Re: raiders dropped everywhere
September 05, 2014, 07:41:13 PM
Quote from: Oragepoilu on September 03, 2014, 05:08:56 AM
Quote from: savaze on September 02, 2014, 07:07:13 PM
I'm nearly three years in on the most recent build (0.6.532) on cali classic. I have 53 colonists and am fully built indoors/underground. I had some raiders drop and they dropped all over the map indoors and out with almost an equal distribution across the map. Granted the raider drops are up over a 100 now, but they drop in one place or there abouts. I easily have over a 100 hundred hours with this build and I've never seen them drop indoors or spread across the map like this. I linked both save files (.rim & .rwm).

https://www.dropbox.com/s/s3kkpw0nf7ox2ag/Rimville.rim?dl=0
https://www.dropbox.com/s/6xarpnfi8tdoz2t/Rimville.rwm?dl=0

Well know bug. Already present for a moment now, with the spawming error message when they try to act and thue hudge lag when they try to do some pathing.

As far as I can tell he does not seem to describe that problem. I believe he's talking about a dropped raiding party not being dropped in the same close area, but instead being spread over the whole map. Did I read it correct?
#3
Bugs / Re: [W|0.6.532] Unplayable lag
September 05, 2014, 07:34:29 PM
To help assist in necroing my own thread I guess I could add that the lag from calculating pathing is worse when visitors idling or similiar goes into simultaneous pathing in comparison to the same amount of raiders attack me. Probably has to do with the number of calculations at one given moment, raiders usually change their pathing regardless of the other raiders, they're more "individual".
#4
Bugs / Re: [W|0.6.532] Unplayable lag
August 26, 2014, 08:33:02 AM
Just realised that this has already been reported to some degree and that it will be fixed in the next version (re-balanced).

Quote from: Tynan on August 23, 2014, 12:26:27 PM
Yeah, there are some endgame scaling issues. Serious ones. I'll have to work to address it.
Quote from: Tynan on August 23, 2014, 09:15:47 PM
Yeah, it's a problem. I'll be addressing it for Alpha 7.

Gonna move this to General, since it's not really related to testing.

What I'm wondering now instead is if it's possible for me to limit the amount of visitors by myself? Would be a pity to abondon my so well-working colony... all those deaths in vain >.<
Also gonna try a small-sized map in the meantime and see if it makes any difference, I doubt it though.

(I'm really impressed by Tynan for replying to all our threads, and hearing us out. It's very much appreciated. Keep it up!) <3
#5
Bugs / [W|0.6.532] Unplayable lag
August 25, 2014, 08:07:33 PM
Unplayable lag with many visitors.
When having two factions visiting my colony Rimworld seems to reach it's performence limit.

Summary/Notes
This is occuring to me on my current save;
Version: 0.6.532
Year 3 (day 398),
Colony wealth = 182907,
Number of colonists = 37,
Prisoners = 0
Randy Random = Challenge (100%)

When being visited by other factions at this stage they arrive with, what feels like, twice the amount of colonists I have. This leads to a short lag spike (3-5sec) as they spawn into the map. That I don't mind.

Now imagine a second faction arriving to visit you at the same time, same again, short lag spike as they spawn in.

The problem occurs when both of the visiting groups bunch up together at the colony entrance; this does not cause any lag (100 ppl walking/chatting).
However it does start lagging (0 fps) when those visitors start starving (another already confirmed bug) and go insane. All 100 visitors are now shooting at the 1 or more insane people, this is when the fps drops to zero. This "one" burst of arrows/shots usually last 1-2 seconds ingame, although because of the lag it now last around 20-60 seconds; per burst. The lag subsides and returns to normal in between the bursts (in my case returning to 40-60 fps)... until the next burst. This usually translates to a 10 minute consecutive lag spike of 0-5 fps.

This is in short somewhat unplayable. I can push resume when they start to fire the first burst and leave the computer for 10 minutes straight and come back in time for them to have stopped shooting (all visitors are dead/wandering).

When this is not occuring there are no spikes. Neither are there any spikes when getting raided by one faction-worth of pirates doing the same thing. Might have something to do with the visitors being twice as many or something else (maybe the sudden calculation of a crazy person for over 100 people at the same time? Or maybe the sheer amount of projectiles.)


I do honestly not believe this is something my hardware is failing to keeping up with but instead Rimworld working as the bottleneck here.
I can be watching a stream on my second screen with no lag, aswell as no reported lag from those I'm talking to on skype either.
I can also close all other windows (and terminating other applications) without noticing any difference in Rimworld at all.

My keystrokes still gets registered and applied as soon as the spike is over. So if I pause during this lag it will take 5-20 seconds before it pauses at which point all lag cease; returns to normal. As soon as I unpause again and they start thinking/shooting the game "freezes" up again.
Note; the sound of the game is more in sync than the video. I can hear shots being fired infrequently with the screen still frozen. And the music never stops, it continues uninterupted even when the screen is frozen.

Steps to reproduce
<blank>

Expected result
Small fps drop or no fps drop at all.

Actual Results
Game "freezes" for several seconds.


My computer specs;
Intel i7-2600K 3,40GHz
Nvidia GeForce GTX 670
16GB RAM

Running on Windows 7 Enterprise x64 and having Rimworld installed on C:\ which is a SSD (Kingston SVP200S37A120G) along with the OS.

I've attached the save file as a .rar.
And here's an example of the magnitude of visitors (note: reduced settings to 'medium', did not make any difference).

Pictures;

During the spike (unpaused):


When game is paused:




[attachment deleted by admin: too old]
#6
Bugs / Re: [W|0.6.532] Crematorium is "crafting"
August 25, 2014, 06:48:42 PM
The crematorium works in the same way as the 'Butchering table' and the 'Cooking stove', meaning it has a bill-system.
You need to assign a work order separately for the crematorium in the same way you do for your cooking/butchering.
#7
Bugs / Re: [W|0.6.532] AI feeding priority
August 25, 2014, 06:29:29 PM
I need to second this happening to me.
I don't really have a solution, but OPs idea might be viable. Either that or simply always prioritizing self?

I've lost two of my doctors so far to this, often happens after a large battle. I can force them to eat by disabling all prisoners (no food) and kicking all injured out of their beds.... not viable in the long run though.