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Messages - Mythos

#1
What I did was getting the B18 version I did, making it 1.0 ready and getting your times. ;D
I'll tweak them when those diseases occur on my colonists and I notice that they are far too long.

If you like to participate with that, feel free to notify me via GitHub / Steam or a DM here. :-)
#2
In the meantime I've did some work and made EHBS and DO not longer depending on EPOE.
Also I've switched over to RBSE (as I personally like it more) and everything seems to be working. :-)

If IAMEPSIL0N has some changes that also need to be included, I'll update the mod ASAP. :-)
#3
That is a good question.
I might look into it tomorrow as I'm struggling if I want to go with EPOE or RBSE. :-)
#4
Hey there,

I've updated all three mods to 1.0!
I've uploaded them to the Steam Workshop and GitHub:





ModSteam WorkshopGithub
Extended Human Body SimulationClick hereClick here
Diseases Overhauled (requires EHBS!)Click hereClick here
Crafted MutantsClick hereClick here

When PhileasFogg is active again and he's against that, I will imediately remove those three. :-)

Best Regards,
Mythos
#5
Unfortunately I'm no modder myself. All I did back then was "updating" the mod from A17 to A18.
But now I have no clue what needs to be done.
I'd like to see a 1.0 version of both Extended Human Body Simulation and Diseases overhauled as I got so used to them.
#6
I created an update to B18 for "Extended Human Body Simulation" and "Diseases overhauled".

Please be aware, that this is my first contact with XML Mods and I just updated it so far, that it doesn't throw errors. :-)
Added body parts and diseases show up for me, but I don't know if everything works completely fine.

@PhileasFogg I hope you don't mind if I attach them here. Please send me a PM if I should delete the attachments. (If I can do that)

[attachment deleted by admin: too old]
#7
Hey there,

will there be an update to B18 or has anyone tried it without updating? I love EHBS adding new bones and DO adding more diseases and health conditions which are my personal successors/replacements for "Disease Plus".

Best regards,
Mythos
#8
Support / Re: Idle Pawn Lag
July 25, 2017, 04:29:42 AM
Hi,

I've reduced the amount of animals/vegetation in the "Configurable Maps" mod which improved the FPS as it has less creatures to process.
Weird thing is, that the game ran smoother on some maps with the option to have much more wildlife. Just this one was unbearable.

I have plenty of mods where only CE throws exceptions from time to time as it doesn't recognize the animals added by "Animal Collab Project".

Background processes have been shut down like Kaspersky, Nextcloud, Google Drive, Dropbox, etc. but it didn't really help as they all were not using the CPU much. (only Rimworld with a 20%)

Best Regards,
Mythos
#9
Support / Re: Can't Move Mods Out of Folder
July 23, 2017, 12:05:10 PM
Hey there,

I would make sure, that the folders are not opened in either Rimworld (if the game is running, close it), Windows Explorer or another application like antivirus.
If that doesn't help, a reboot should make the folders "free" again.

Best Regards,
Mythos
#10
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
#11
Hey there,

I'm getting an occasional exception with Rumours & Deception:
RandomElementByWeight with totalWeight=0 - use TryRandomElementByWeight.
Verse.Log:Error(String)
Verse.GenCollection:RandomElementByWeight(IEnumerable`1, Func`2)
RumoursAndDeception.InteractionWorker_SpreadRumours:ChooseGossipTarget(Pawn, Pawn)
RumoursAndDeception.InteractionWorker_SpreadRumours:Interacted(Pawn, Pawn, List`1)
RimWorld.Pawn_InteractionsTracker:TryInteractWith(Pawn, InteractionDef)
RimWorld.Pawn_InteractionsTracker:TryInteractRandomly()
RimWorld.Pawn_InteractionsTracker:InteractionsTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Unfortunately I have no idea how to reproduce this one.
If you need more info, let me know.

Best Regards,
Stefan
#12
Hi,

I'm also getting this problem sometimes, but with a different job. Here it is hauling most of the times, but other than that the Stacktrace looks the same to me. (Namespaces in the Stacktrace give no clue about a mod causing it)
I suspect it to be a core game bug... unless we have both the same mod installed which is causing this exception. :D

Best Regards,
Mythos
#13
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
#14
Thanks for the fast reply! I'll leave it as it is for now, maybe I get one done. :P

This sounds like it's a core bug, should I post it on the bug tracker? (if possible)
#15
Hey there,

when I'm crafting a Medic's bandana I'm getting following two exceptions upon completion. The unfinished bandana is then lost, also not getting a finished one.

MakeThing error: Tried to make UnfinishedApparel from HerbalMedicine which is not a stuff. Assigning default.
Verse.Log:Error(String)
Verse.ThingMaker:MakeThing(ThingDef, ThingDef)
Verse.AI.<MakeUnfinishedThingIfNeeded>c__AnonStorey416:<>m__66D()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey460:<>m__6C9()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


JobDriver threw exception in initAction. Pawn=Bob, Job=DoBill A=Thing_ElectricTailoringBench194632 B=Thing_UnfinishedApparel880855 C=(99, 0, 214), Exception: System.InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Recipe.CalculateDominantIngredient (Verse.AI.Job job, System.Collections.Generic.List`1 ingredients) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey418.<>m__674 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<DoRecipeWork>c__AnonStorey417:<>m__66F()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


How can I fix this problem?

Regards,
Mythos