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Messages - WR104

#1
Since I use hotkeys to draft pawns (for time saving reasons), I always forget to hit the Draft key and I end up pressing Attack key instead, leaving an annoying sound and the following message: "<pawn> is not drafted."

While I can let both Draft and Attack keys point towards Draft mode, I have to CLICK the attack button as a result, and that's something I don't want to throw time away for. If instead it both drafts the pawn as well as have the pawn attack something, that's a win-win for Quality-of-Life demanding players...

OR go against the title and completely remove the attack button altogether, since B18 (or whatever version has the button hidden) sort-of alleviates that but ONLY if the pawn doesn't have any weapon. They shouldn't really be there throwing the most annoyingly sounding error message UNLESS the pawn is in Draft mode.
#2
Every time I create a new save (generally because of this very reason), I get to the point of experiencing jitter-like lagspikes when any task is completed (e.g. mining, sowing, haul/clean).
This lag is then magnified when the in-game days go by, in this case the save is about 8 years in and already is forcing me to make yet another save.
Since I have exactly 82 mods during this save, and the fact that I have no idea if it is due to the mods, I decide to post it here.

A16 was the only version that allowed me to get to 20+ years in a save and never experienced this form of lag while having this many mods active, and instead due to so many stored Pawns from raids, caravans, etc.

This is probably the best gif I can provide (Running on Speed 2):
https://gyazo.com/5ff1fbea04b63b8183a577bf675e07a6

Mods active (in order, will re-organize them later):
RuntimeGC
Architect Sense
HugsLib
Miscellaneous 'CORE'
JecsTools
'Reroll2' (The only mod that wasn't downloaded from Steam)
'RimWorldPlus' (Personal mod that combines several other mods and changes some Core features.)
EdB Prepare Carefully
Quantum Cooling
Misc. Robots
Misc. Training
Misc. Bees'n'Honey
Simple Sidearms
Efficient Light
Stack Merger
Area Unlocker
Roof Support
Allow Tool
Mountain Miner
Impassable Map Maker
Conduit Deconstruct
Bulk Medicine Production
Camera+
Autoclose Event Notifications
Wildlife Tab
Quality Cooldown
Thrumbo Wool
[FSF] Lightweight Building Polymer
LED Lights
Feed the Colonists
Furnace
S.A.L.: Auto-crafters 2.0: Overloaded
Mechanoid Ship Extension
Misc. Objects
Doomalope
More Vanilla Turrets
Industrial Rollers
Repair Workbench
Stack XXL
RimFridge
Buildable Terrain
VG_Garden Resourses
More Planning
Misc. Robots++
Realistic Darkness (lighter ver.)
Static Quality Plus
DDA Security and More
ED-ShieldsBasic
Balanced Neutroamine Production
'AllowDeadMansApparel'
Force Do Job
Fertile Planet
Path Avoid (rarely used)
See Deep Ores
Throwing Torch
S.A.L.: Extra Crafters
ResearchPal
Butcher Mood & prisoner feed fixes
Bone Mod
Neuter Animals
ReColor Stockpile & Growing Zones
Long Range Transport Pods
Herbal Boosters
Tables+
Luci heals more
Gas Trap
Science Never Stops
Megafauna
Call of Cthulhu - Cosmic Horrors
Call of Cthulhu - Cults
Call of Cthulhu - Industrial Age
Call of Cthulhu - Straitjackets
Omni Core Drill
Harvest Organs Post Mortem
Prepare Landing
My Little Planet
Misc. MAI
Misc. MapGenerator
Animals Logic
GeneticRim
GeneticRim Cosmic Horror Patch
ModSwitch

If you manage to reach the bottom of this post, consider yourself lucky; not many people would get this far and therefore I feel a little more confident.

[UPDATE] I installed two extra mods (GeneticRim Cosmic Horror Patch, ModSwitch) and made a new save, and already 12 days in the save, the same lag has struck, to the point of refusing to play the game until resolved.
#3
Ideas / Re: Your Cheapest Ideas
September 09, 2017, 09:30:52 AM
When telling a colonist to use a weapon, I hate having to draft them BEFORE using the weapon. It also angers me how there's even a 'use weapon' button if it should only be visible if the colonist IS drafted.

It should instead draft them anyway and THEN allow the use of their weapon rather than throwing an annoying-sounded message saying "{0} is not drafted".

Sure keybindings will work but if I accidentally clicked on 'use weapon', it further wastes my time and stresses me out having to hear the reject sound.
#4
Every single time when I create a new save and setup a massive indoor-farm project (or whenever it's already built), I begin to experience severe jogging-like lag, especially when multiple colonists walk into the area which can always result in overlapping paths being generated.

The lag is visualized by a brief freeze in FPS, followed by one frame of all pawns appear more forward than they should be, then another frame where the pawns are 'jumped' backwards by at least 2 cells, making them further back than where they're supposed to be, afterwards jog to their actual position given by the path generated for them. This goes on and on every fraction of a second, and is magnified by the number of pawns having their paths overlap with other paths, while also making the jogging lag occur more frequent.
It gets to the point where I have to abandon the save and make a new one by the time I finish the colony's complete layout. Just know that I am more into making permanent colonies rather than get to the end by either building a ship or travel to one.

I have included a screenshot of the upper region of my colony, which is where I'm working on said project. The area generally takes up about 1/5-1/3 of the colony's size depending on how far I'm in the save, and normally is put deep into a mountain to protect it from falling pods and even mechanoid ships, but as a tradeoff handle infestations which to me are far easier than those bloody mechs.

Screenshot has been modified to include the 'supposed' paths the colonists would take to enter the area, and color-coded to show how much lag it will inflict, red being the most severe, but once colonists are inside the indoor farm zones it seems to revert to normal.

The save does have a lot of mods, but none of them are to blame as they don't change the AI in any way. The ones you'll notice in the screenshot are: Buildable Terrain, LED lights, More Planning, and Industrialization.
However I am planning on making a degenerate version of the save that doesn't feature mods, just to confirm that it's the AI itself.

Is A18 going to deal with this issue? cause on A16 I have never experienced this before, and I tend to make performance-heavy pathfinding formations, like the one shown.

[attachment deleted by admin due to age]
#5
Bugs / Re: Game speed Jogging?
June 05, 2017, 01:11:40 PM
Getting this too on Speed 1, and even that is too extreme for me to continue with my save.
#6
Stories / Moral of the story: Never tame a Muffalo
June 04, 2017, 01:55:30 AM
Since A17 reduced the chances of animals (minus the Thrumbo?) going manhunter when failing a tame attempt, I decide to tame a few Muffalo for use to transport items (and other self-tamed animals) from a mining base to the main colony.

A small herd of 4 Muffalo (one of which was already self-tamed, and ready to be sent to the main colony) had entered the area not long after I set up shop near a mountain, which used to be an item stash guarded by an outpost, and since the base is already self-sufficient, even able to support an entire Muffalo herd, I sent one of the colonists from the main area to tame them.

Muffalo's manhunter chance was reduced from 0.5% to 0.3%, making me assume it would be easier to tame those instead of sending all my alpacas over a 2-3 day long journey over to the mining base, with risks of losing them all to an ambush (since they were also trained to become apparently awful battle animals, but were still useful when in need of them.)

In just one taming attempt, the whole herd of Muffalo ganged up on my only good handler and killed him before I manage to bring the rest of the colonists in the area to neutralize the threat.

From now on, I'll be waiting for a Muffalo or two to self-tame.
#7
Ever since an update to A17 (0.17.1557), I'm unable to go into my current saves nor have the ability to create one, over the fact that the game yelled at me in the debug log regarding a mod I have yet to find with built-in Harmony Patch.

I have included the info from the following:
Debug Log (opening the game)
Debug Log (Attempting to generate world)
Log file attachment (Almost 8MB, OneDrive)


Debug Log info (opening the game):
Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for CompVehicle.HarmonyCompPilotable ---> System.ArgumentNullException: Argument cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[System.Reflection.MethodBase,System.Byte[]].TryGetValue (System.Reflection.MethodBase key, System.Byte[]& value) [0x00000] in <filename unknown>:0
  at Harmony.GeneralExtensions.GetValueSafe[MethodBase,Byte[]] (System.Collections.Generic.Dictionary`2 dictionary, System.Reflection.MethodBase key) [0x00000] in <filename unknown>:0
  at Harmony.HarmonySharedState.GetPatchInfo (System.Reflection.MethodBase method) [0x00000] in <filename unknown>:0
  at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.Patch (System.Reflection.MethodBase original, Harmony.HarmonyMethod prefix, Harmony.HarmonyMethod postfix, Harmony.HarmonyMethod transpiler) [0x00000] in <filename unknown>:0
  at CompVehicle.HarmonyCompPilotable..cctor () [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (intptr)
  at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) [0x00000] in <filename unknown>:0
  at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.<DoPlayLoad>m__80F () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()



Debug Log info (Attempting world generation):
Exception from asynchronous event: System.TypeInitializationException: An exception was thrown by the type initializer for CompVehicle.HarmonyCompPilotable ---> System.ArgumentNullException: Argument cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[System.Reflection.MethodBase,System.Byte[]].TryGetValue (System.Reflection.MethodBase key, System.Byte[]& value) [0x00000] in <filename unknown>:0
  at Harmony.GeneralExtensions.GetValueSafe[MethodBase,Byte[]] (System.Collections.Generic.Dictionary`2 dictionary, System.Reflection.MethodBase key) [0x00000] in <filename unknown>:0
  at Harmony.HarmonySharedState.GetPatchInfo (System.Reflection.MethodBase method) [0x00000] in <filename unknown>:0
  at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.Patch (System.Reflection.MethodBase original, Harmony.HarmonyMethod prefix, Harmony.HarmonyMethod postfix, Harmony.HarmonyMethod transpiler) [0x00000] in <filename unknown>:0
  at CompVehicle.HarmonyCompPilotable..cctor () [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (intptr)
  at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) [0x00000] in <filename unknown>:0
  at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.<DoPlayLoad>m__80F () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Log File:
https://1drv.ms/t/s!Aq9ZHXi2bXFmbA-4XIniVD5BhD4
#8
Bugs / Re: Tundra Biome in the middle of desert?
May 29, 2017, 12:46:27 AM
Elevation also has a factor on biomes, and since the elevation was high enough on that area (~2500m), it'll simply make it a Tundra.

Works as intended, basically.
#9
Believe it or not, I end up with raid lag in as little as a minute.
That's about the time it takes for me to make a test colony with Dev Mode.
I then simply throw a 3000-point raid at it (simply for stress tests whenever a new Alpha is released, and if just one raid alone lags me, then I can't continue any further than that.)

I literally can't play the game until the issue is resolved, no matter what the log file says about it.
#10
There is a good chance, if not guaranteed, that she has a Pyromaniac trait.
Anyone with that trait may randomly go on a fire starting spree regardless of mood.

Works as intended.
#11
Bugs / Re: Hi, my mother is younger than me.
May 27, 2017, 01:00:15 PM
Biological Age (non-parenthesis) are needed for age-related conditions (e.g. Frail),
while in this situation the Mother is always going to be older chronologically (as stated in parenthesis) as she was likely put into cryptosleep for quite a while and to try to have her age similar to her child.

Basically, to put it short, working as intended.
#12
Here's the attachment.
Seems relatively empty as it's mainly starting up the game, create a new save with the default scenario, and build a small test colony.
A minute later I began sending a pirate raid and then a tribal raid (Especially tribal raids can lead to a severe 'rubber-banding' effect).
Once they were cleared I exited the game.

Unfortunately it didn't appear to throw any errors regarding A17's updated AI. It's frustrating when something like this happens and the game refuses to throw errors  :(


[attachment deleted by admin due to age]
#13
Bugs / [A17] Massive FPS drop on even small raids
May 26, 2017, 09:28:26 PM
I've started getting a massive framerate drop on raids that don't even have more than 8 attackers (and yet on A16 it was fine with >30 attackers and on 3 Speed before reaching the colony).
At first I thought it was probably due to the number of mods I have installed, but I have done the same raid test again without mods active and happened to get the same framerate drop (often below a few frames per second regardless of speed)

There probably isn't a need for steps to reproduce this, as all I did was make a simple test colony on a Desert and force a raid with varying sizes.

[EDIT] I also found out that the same issue occurs when forcing a caravan to arrive. Simply having enough people in one spot is enough to cause my FPS to drop.

But I figured that not everyone might have this issue where the FPS simply drops like a rock, but since there probably wasn't a topic similar to this, might as well post it.