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Messages - Glendening

#1
Mods from the steam workshop and far more than twenty. Open the task viewer and watch the CPU usage for rimworld. As you enable the mods CPU usage starts to climb and doesn't come down.
#2
I have had a few friends on discord confirm this is not just an isolated incident. The more mods you have enabled the more CPU usage the mod screen uses.
#3
Did some troubleshooting and found a base game bug?
The mod menu uses more CPU the more mods are enabled. It doesn't matter what the mods are or what load order. As soon as you click the x to a checkmark it starts using more CPU and once you have a lot of mods loaded the mod menu eats your CPU. You don't even have to restart the client to see this in action. Just start enabling mods and watch the CPU usage climb.
#4
Did some troubleshooting and found a base game bug?
The mod menu uses more CPU the more mods are enabled. It doesn't matter what the mods are or what order. As soon as you click the x to a checkmark it starts using more CPU and once you have a lot of mods loaded the mod menu eats your CPU. You don't even have to restart the client to see this in action. Just start enabling mods and watch the CPU usage climb.
#5
I can't figure it out. I'm assuming its a mod but why would a mod break the mod menu just past the main menu?

The game takes a bit to load but once it loads CPU usage drops down to 3%

If I click on the mods button on the main menu the CPU usage spikes to 25-30% (One core at 100% load) and does not go down unless I leave the mod menu.

Map gen and character gen all runs fine around 7% usage.

Once I actually get into the game though it spikes right back up to 25%+(One full core at 100%) even when I am in a pause screen.

Anyone have an idea of which mod might be breaking things in the main menu of all places?

I'm 100% sure it is a mod causing this but I can't figure out which one would break the game in the menus or when paused.

Is there a profiler in the debug options somewhere so I can see what is hammering at the CPU?

I would provide a mod list but apparently my mod list.txt shows the mods as they were 10 days ago not as they are now ??? So that is interesting as well. Any idea how to get that file to update with the actual mods that are loaded?

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#6
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.0
September 19, 2017, 09:37:23 PM
I embarked with a t-rex and I named him Phteven. 10/10 don't change the underbite look. XD I love this mod.
#7
Quote from: Maitri on May 02, 2016, 09:52:56 PM
Why does this not work on cats? Why peg legs only for dogs but not for cats?

Here here. I have a poor cat stuck in a bed and I can't do anything for them.
#8
Well for one this error is in that pastebin

'Community Core Library' must be second in mod load order, immediately after 'Core'! :: Current position is #3

Silly question. Are you running a language translation?
Also a list of your mods and/or the mod load order would be grand if you please.
#9
Quote from: Jakub k. on April 24, 2016, 08:52:56 AM
i don't get it... what did the dog say? dogs can talk?

Did you read the first page to see what the mod did?
#10
Quote from: Deon on April 24, 2016, 06:10:53 PM
With the new game with 11b I experience a weird issue. It starts saying "Visitors from *** are leaving." 100 times in a row with 100 millisecond interval, beeping all the time, until they finally leave.

I was getting this with the previous version. I haven't tested 1.11b yet. It is annoying but not game breaking thankfully.
#11
I love the idea of something that can compare the mod files to look for conflicts or at least let you decide what mod order is needed. Someone had something similar for Fallout3/NV a while back that helped me out a lot to crack down on conflicts.

I had a little error pop up when trying to run your mod manager. I tossed it up as an issue on the GIT page.
#12
Quote from: Kilroy232 on April 23, 2016, 06:10:10 PM
Would anyone be interested in one of the following ideas for this mod:

-A trader that deals primarily in weapons and armour
-A new kind of perimeter defense like barbed wire or firewall
-Rocket artillery to be used against sieges

I think we already have a space trader that deals in weapons/armor?
More perimeter defence is always nice to have.
What sort of rocket artillery are we talking? Something like an MLRS? multishot salvo with long reload? That could be fun.