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Messages - firestrock

#1
This sounds awesome but I'm guessing it's not compatible with Combat Extended?
I'm still going to give it a go next weekend.

Some screenshots might be good so we know what to expect.
#2
Releases / Re: [1.0] Simple Slavery
June 17, 2019, 03:24:25 PM
It's definitely the 'Adds owned slaves to sellable things' patch. I "fixed" the issue by removing the patch. Wasn't selling my slaves anyway ;D
#3
Releases / Re: [1.0] Simple Slavery
June 16, 2019, 03:26:40 PM
I am not 100% sure but I think commit 82fc0a17 has broken trading from an OHU Dropship (Master branch is for version 1.0). The first time you try to trade from a ship with your mod enabled this error is thrown:

System.NullReferenceException: Object reference not set to an instance of an object
at SimpleSlavery.SettlementBase_TraderTracker_ASCP_Patch/<sellableThingsAndSlaves>d__0.MoveNext () <0x0018b>
at OHUShips.TradeDeal_Worldship.AddAllTradeables () <0x000ea>
at OHUShips.Dialog_TradeFromShips.PreOpen () <0x0007b>
at Verse.WindowStack.Add (Verse.Window) <0x00054>
at OHUShips.WorldShipUtility/<>c__DisplayClass3_0.<TradeCommand>b__0 () <0x00123>
at Verse.Command_Action.ProcessInput (UnityEngine.Event) <0x00038>
at Verse.GizmoGridDrawer.DrawGizmoGrid (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>,single,Verse.Gizmo&) <0x00c75>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&) <0x007aa>

Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.Planet.WorldInspectPane:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.Planet.WorldInspectPane:ExtraOnGUI()
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

Subsequent tries just have no effect at all. I'm going to look into this tomorrow but I'm not very confident I can fix this myself.
#4
I think I got it. I noticed that every time the game lags the memory usage goes down. Maybe it has something to do with the garbage collector. In that case only user19990313 can help.
#5
Great mod, you saved a few of my colonies with it!

I have a lot of mods installed and my game lags every few seconds for about a third of a second. After setting the update frequency of the memory monitor to 0.03s I noticed that every time my game lags the memory usage goes down. Could it be that the GC is the cause of this lag? If so, is there a way to pump more memory into Rimworld so the lag frequency is reduced? I got about 7 more gigabytes to spare and I'd rather Rimworld use them than have it lag every 4 seconds.

I don't know how Rimworld works but maybe you could add an option to set the frequency of how often the GC is called?
Edit:
I've read up on how the unity GC works and now now that my previous question doesn't make any sense. So new question:

Is there a way to delay the GC or basically increase the threshold where it's triggered?
#6
In the current version there seems to be a compatibility issue with Xenohumans. The Wolfmen can't use the change dresser at all. It throws the following error:
QuoteJobDriver threw exception in initAction for pawn Elsie driver=JobDriver_ChangeBodyAlienColor (toilIndex=1) driver.job=(ChangeBodyAlienColor (Job_229) A=Thing_ChangeDresser39131) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: capacity
  at System.Collections.Generic.List`1[RimWorld.BodyTypeDef]..ctor (Int32 capacity) [0x00000] in <filename unknown>:0
  at ChangeDresser.UI.DTO.SelectionWidgetDTOs.BodyTypeSelectionDTO..ctor (RimWorld.BodyTypeDef bodyType, Gender gender, System.Collections.Generic.List`1 possibleBodyTypes) [0x00000] in <filename unknown>:0
  at ChangeDresser.UI.DTO.AlienDresserDTO.Initialize () [0x00000] in <filename unknown>:0
  at ChangeDresser.UI.DTO.DresserDTO..ctor (Verse.Pawn pawn, CurrentEditorEnum currentEditorEnum, IEnumerable`1 editors) [0x00000] in <filename unknown>:0
  at ChangeDresser.UI.DTO.AlienDresserDTO..ctor (Verse.Pawn pawn, CurrentEditorEnum currentEditorEnum, IEnumerable`1 editors) [0x00000] in <filename unknown>:0
  at ChangeDresser.UI.DTO.DresserDtoFactory.Create (Verse.Pawn pawn, Verse.AI.Job job, CurrentEditorEnum selectedEditor) [0x00000] in <filename unknown>:0
  at ChangeDresser.DresserJobDriver.JobDriver_ChangeBodyAlienColor.<MakeNewToils>b__1_0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
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_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

This is my mod load order:

Core
JecsTools-1.1.0.15
ModManager
AlienRaces-1.0_v1
Xenohumans
ChangeDresser
EdBPrepareCarefully
#7
Thank you but that's how I found out that it only increases the delay and doesn't get rid of the problem completely. I'm afraid that it isn't caused by one mod alone but by many. That's why I'm estimating it will take days to debug.
#8
Help / Lag/Stuttering caused by unidentified mod
June 02, 2019, 04:53:39 PM
Hey there,

I'm about to start a new Rimworld playthrough and after spending alot of time searching for and filtering out mods I came up with quite the modlist. Everything is working fine(ish) and there are almost no errors on startup so I decided to give it a go.

My problem is that my game seems to stutter for half a second every ~9 seconds. The delay between the stuttering is always the same and seems to be affected by game speed. At x3 speed it happens every ~3 seconds so it seems to be linear.
I tried randomly deactivating mods but that only slightly increased the delay between the next lag but didn't completely remove it. When I removed all the mods the game was running fine.
The stuttering also occurs in the modlist (Mod Manager by Fluffy) roughly every 6 seconds, but not in the main menu or any other menus. There is nothing being printed in the log.

Before I spend a few days disabling every mod one-by-one I wanted to ask if anybody had the same problem and maybe can help me find the mods causing this.

This is my current load list:
BetterLoading
ModCheck
MOD-E
Core
HugsLib
JecsTools
RuntimeGC
RimHUD
Archotech Expanded
ModSync RW - 1.0
Smarty Storyteller
Humanoid Alien Races 2.0
Extended Human Body Simulation
Harvest Everything!
Diseases Overhauled
Crafted Mutants
Xenohumans - Gen-spliced Xenos on the Rim
Mod Manager
Expanded Prosthetics and Organ Engineering
A Dog Said... Animal Prosthetics
[1.0] Advanced Animal Frameworks 3.4
Vanilla Animals Overhaul Reloaded
ED-EnhancedOptions
Megafauna
Alpha Animals
Genetic Rim
Rimfire 2.5
Combat Extended
Combat Extended Guns
Ammo Tweaks for Combat Extended
Megafauna (CE compatibility patch)
Genetic Rim CE Patch
GeneticRim Alpha Animals Patch
GeneticRim Megafauna Patch
Alpha Animals CE Patch
[KV] Adjustable Trade Ships - 1.0
Allow Tool
Animals Logic
Apparello 2
Assign Prisoner Beds
Auto Seller
Bargain Tweaks
Better Workbench Management
Big Batteries
Bigger Maps
Blueprints
BoomMod
Bricks Don't Vanish
[KV] Change Dresser - 1.0
Change map edge limit
[KV] Change Mirror - 1.0
Chemicals &amp; Neutroamine
chickens Multiproducer
Climate Cycle++
Colony Manager
Common Sense
[KV] Consolidated Traits - 1.0
CuproPanda's Drinks
Death Rattle
DeepRim
[1.0] Dire Raids
Dismiss Trader
Don't Shave Your Head 1.0
DontBlockDoorMod[1.0]
Doors Close Fast Again
ED-ShieldsBasic
Electric Stonecutting Table
[T] ExpandedCloth
[T] ExpandedCrops
[1.0] ExtendedInspectData
Faction Discovery
FashionRIMsta
[RF] Fertile Fields [1.0]
Five Second Rule
Floor Lights - 1.0
Fluffy Breakdowns
Furnace
[KV] Hand 'n' Footwear - 1.0
[SYR] Harvest Yield Patch
Industrial Rollers
[KV] Infinite Storage - 1.0
Infused
Jewelry
Large Animal Beds
Less Arbitrary Surgery
[SYR] Light Radius
List Everything
Locks
Map Reroll
[sd] medicaddons
Medical Supplements
Medical Tab
MendAndRecycle
Milkable Colonists
MineItAll - 1.0
Miniaturisation
Mining Priority
Miscellaneous 'CORE'
Misc. Bees'n'Honey
Misc. Incidents
Misc. Robots
Misc. Robots++
Mo' Drugs CE
More Faction Interaction
More Furniture [1.0]
More Harvest Designators!
[1.0] More Lamps Always on
More Shelves
More Slaves [1.0]
[KV] More Trait Slots - 1.0
[T] MoreBedsCloth
[T] MoreFloors
MT - Silent Doors
[SYR] Neuter
OHU Ships
OHU Addon - C-77 Freighter
OHU Addon - S-342 Transporter
Pawn Rules
[RF] Permafrost [1.0]
Pharmacist
Pick Up And Haul
Please Haul Perishables
Prison Labor
Prisoner Arena
Project RimFactory - Core
Project RimFactory - Drones
Project RimFactory - Storage
Psychology
QualityBuilder
QualitySurgeon
Range Finder
[T] RawCropThoughts
Remote Tech
Replace Stuff
Reverse Commands
Rimatomics
Rimefeller
[KV] RimFridge - 1.0
RIMkea
RIMMSqol
Rimsenal - Rimhair
Rimworld: Spartan Foundry
RT Solar Flare Shield
RunAndGun
SeedsPlease
Share The Load
Simple sidearms
Simple Slavery[1.0]
Skilled Stonecutting
Smart Medicine
Spoons Hair Mod
Stack XXL
Stackable Chunks [1.0]
Static Quality Plus 1.1
Storage Tweaks
Stuffed Floors
TD Enhancement Pack
Tech Advancing
Toggle Harvest
Toggles
Giddy-up! Core
Giddy-up! Caravan
Giddy-up! Battle Mounts
[KV] Trading Spot - 1.0
[RF] Tribal Raiders [1.0]
Ugh You Got Me
Various Space Ship Chunk
VGP Vegetable Garden
VGP Garden Drinks
VGP Bulk Garden Drinks
VGP Garden Canning
VGP Garden Gourmet
VGP Garden Medicine
VGP Garden Resources
VGP Garden Tools
VGP More Veggies
VGP Soylent Production
VGP Xtra Trees and Flowers
VGP_CoffeeTeaDrugs
Wall Light
Wandering Caravans [v2.4.0]
[KV] Weapon Storage - 1.0
[KV] Weapon Storage Combat Extended Patch - 1.0
What Is My Purpose
While You're Up [1.0]
[RF] Wild Cultivation [1.0]
Work Tab
Xeva's Rimhair
1.0 - Imprisonment On The Go! (Make Pawns Prisoners Without Beds)
4M Mehni's Misc Modifications
Numbers
Quarry 1.0
Remote Doors
[1.0] Trading Economy Mod 3.1
Harvest Organs Post Mortem - 4.1 [1.0]
[KV] Faction Control - 1.0
Research Tree
Mod Medicine Patch
Prepare Landing
EdB Prepare Carefully
#9
Help / Re: Make terrain only accept specific filth
March 17, 2019, 03:40:03 PM
Quote from: Mehni on March 17, 2019, 01:11:54 PM

Not without C#.

I didn't had much hope anyway...
Time to dust off Visual Studio then!

Thanks for being one of the few maintainers of this part of the forum, you're making a lot of peoples life easier!
#10
Help / Make terrain only accept specific filth
March 16, 2019, 07:24:29 AM
Is there a way to make a specific terrain only accept one type of filth and discard everything else? Preferably without any C#.

To not make this an xy-problem: I edited the filth type blood to have a positive effect on beauty and now I want my butchering room to be bloody. I don't want any other types of filth in there (I don't care if it has to be cleaned away or doesn't spawn in the first place). Is there a way to achieve this?
#11
Help / Re: Max messages limit making debugging impossible
February 20, 2019, 03:41:08 PM
That's one of the better problems to have though =D
#12
Help / Re: Max messages limit making debugging impossible
February 20, 2019, 03:00:55 PM
Awesome!

That's kind of a hidden feature, right? I already had your mod installed but there's no hint that this option will remove the limit (except for the GitHub page that I didn't bother checking ::))
For me this is an essential feature for heavily modded Rimworld. Maybe you should advertise this a bit more.

I just checked it and it's kinda working. I get different outputs depending on whether I got verbose logging enabled or not, but there is still no red text, even though the log opens automatically. But maybe that's just the game acting up on my end.

Thanks again!
#13
Help / Max messages limit making debugging impossible
February 20, 2019, 12:57:11 PM
I'm currently getting ready for a heavily modded run of Rimworld. But since I got 170+ Mods installed, there naturally will be errors and incompatibilities that are nowhere listed and have to be figured out manually.
Sadly, whenever I start the game, the log pops up with a lot of white and yellow messages and a "Reached max messages limit. Stopping logging to avoid spam." entry at the bottom.
From my understanding, the log only opens automatically if the game has encountered an error (red text) during loading. But since I hit the message limit, it is not being shown, making debugging it impossible.

How can I disable this message limit or at least set it to a higher number?
#14
Would it be possible to make a mortar projectile out of an antigrain warhead? I got some of them lying around and would like to shoot them from a safe distance.
#15
Had no problems with ce version of the shields so far, thanks for that!