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Messages - Mussels

#1
Mod bugs / Re: Bug: Player.Log infinite size?
November 14, 2021, 04:25:25 PM
I went back through some save games back to before it happened and the issues gone early enough, so its not the mods specifically that cause the issue directly


At some point a sound could get stuck on loop, i remember a caravan leaving base that could hear gunfire and noises on loop from the main home base - saving, loading, issue was gone
And then the crash on exit started

It seems like that save game (and all after it) contain whatever is glitched out, causing the logspam to reappear. New saves are unaffected.

With the file read only i can ignore it until i finish this playthrough, but it feels like something  a mod should not be able to trigger to happen, especially when i looked it up on reddit and found its a ~2 year old bug.
#2
Mod bugs / Re: Bug: Player.Log infinite size?
November 14, 2021, 12:56:48 AM
Ugh i think i edited the wrong post and added confusion here: I could not find the source of the issue, but i DO recall hearing audio looping at some point and just saving and loading to fix it


currently set an empty log file to read only to workaround, but a serious and long standing bug :/
#3
Mod bugs / Re: Bug: Player.Log infinite size?
November 14, 2021, 12:38:57 AM
Yeah, scanned for file changes, verified the mods were all good...


7GB logfile of this
(I do not have a folder by that name)


C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(393) : Error executing m_FMODChannel->stop() (The specified channel has been reused to play another sound. )
(Filename:  Line: 15)

C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(393) : Error executing m_FMODChannel->stop() (The specified channel has been reused to play another sound. )
(Filename:  Line: 15)

C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(393) : Error executing m_FMODChannel->stop() (The specified channel has been reused to play another sound. )
(Filename:  Line: 15)

C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(393) : Error executing m_FMODChannel->stop() (The specified channel has been reused to play another sound. )
(Filename:  Line: 15)

C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(393) : Error executing m_FMODChannel->stop() (The specified channel has been reused to play another sound. )
(Filename:  Line: 15)

C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(393) : Error executing m_FMODChannel->stop() (The specified channel has been reused to play another sound. )
(Filename:  Line: 15)

C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(393) : Error executing m_FMODChannel->stop() (The specified channel has been reused to play another sound. )
(Filename:  Line: 15)

C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(393) : Error executing m_FMODChannel->stop() (The specified channel has been reused to play another sound. )
(Filename:  Line: 15)

C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(393) : Error executing m_FMODChannel->stop() (The specified channel has been reused to play another sound. )




searching has yielded others with the same issue

https://www.reddit.com/r/RimWorld/comments/enl278/output_logtxt_gets_filled_with/
https://ludeon.com/forums/index.php?topic=50080.0
#4
Mod bugs / Re: Bug: Player.Log infinite size?
November 14, 2021, 12:05:59 AM
Quote from: Canute on November 13, 2021, 08:12:06 AM
Hi,
yep some mod authors add some debug messages to their mod, but they forget to remove these once the mod is working.
But everytime you start rimworld the logfile get newly created.
Start the game
load the savegame
play a minute then pause.
Look at the log (enable developer mode at the option, then the top left icon).
Maybe you can identify the mod from the messages that appear there.

If you don't have any clue, you need to use the try&error hammer.
At first try it out at a new colony, just use the hugslib quickstart feature to 1 click start a test colony (top right icon shift leftclick).
Check the log if you still got log spam.
Deactivate some of your last mods and repeat it, until the log spam is gone.
Don't forget to leave a message for the author at the mod discussion.

I saw you have a red "!" before Scar Removal Plus.
That shouldn't be. Unsubscribe that mod, that would remove all loal data, then resubscribe.
Or maybe use the autosort button, i don't saw any requirement from that mod, but who knows.

Somethings odd with the scar removal because it's got 1.3 support but in game it says it doesnt. I'll delete and re-add it, and then try and find what was causing the oddities.

Oh, i validated files "133 files failed to validate"


Well.... that might be related.


It's... audio files?
This is spammed over and over

C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(152) : Error executing m_FMODChannel->isPlaying(playing) (The specified channel has been reused to play another sound. )
(Filename:  Line: 15)
#5
Mod bugs / Bug: Player.Log infinite size?
November 13, 2021, 07:49:49 AM
1. Playing with some mods (Most notably, ZombieLand), and the game would freeze on quitting.

2. Recently, upon quitting the game it would always crash the game. The mod is fun, so i just dealt with it  - a few mouse clicks and i'd get a not-responding error and end task the game. This time, i forgot to end-task the game and got distracted only to come back to warnings about low disk space

3. I didn't expect task manager to show the rimworld.exe hammering my C: drive with non-stop writes until it filled. Luckily it was a smaller 120GB SSD and not my 4TB NVME, or it would have seriously hurt its lifespan.
The file should have some kind of safety net, with a maximum size?

4. Unfortunately 75GB was a little large to upload, and opening in text editors simply wasn't happening.

5. See attached images.


Side note: after deleting the log file, i can load the game and exit without it freezing - which is a fix, but also means i cant reproduce the problem.

Edit: Damn, not the issue. Got a different set of errors by cancelling fast and keeping it under 1GB


UnloadTime: 0.826100 ms
RimWorld 1.3.3159 rev754
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E717FC0030.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E717DC4530.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E717EC9420.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E717E8E120.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E717DC6D50.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E717F09450.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E6EAB70A20.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E717F5E190.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E717F72030.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E7181CF300.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E717F74A40.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E6EAA66370.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E7182B4D40.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E6EAA6DF80.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E7183F1010.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E7183F2C20.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E717F0F860.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E6EAD580D0.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E6EAD3C060.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E71841AA70.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E71843F4A0.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E71845BAC0.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E7184BB6E0.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E718562180.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E6EAD74140.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E71863D1D0.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E718640BE0.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E71896D020.dll
Fallback handler could not load library D:/Games/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001E718B9A130.dll



Aaaaand then it goes on again with the older error

C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(152) : Error executing m_FMODChannel->isPlaying(playing) (The specified channel has been reused to play another sound. )
(Filename:  Line: 15)

C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(418) : Error executing m_FMODChannel->setFrequency(m_Pitch * m_DopplerPitch * m_BaseFrequency) (The specified channel has been reused to play another sound. )
(Filename:  Line: 15)

C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(152) : Error executing m_FMODChannel->isPlaying(playing) (The specified channel has been reused to play another sound. )

#6
Mods / [Mod Request] Mop legs
January 28, 2021, 05:55:28 PM
A friend joked about this after i named a rimworld character after him, who is a cleaner only with peg legs and a joywire - he said i should just attach mops to his legs and have him clean everywhere he walks


Can someone please meet this hilarious request and give us a peg leg variant with a boost to cleaning speed or something equally ridiculous?
#7
Support / Re: UHD/4K problems
November 19, 2016, 08:11:47 AM
Quote from: Ark on November 19, 2016, 07:57:48 AM
This should be fixed in A16.
https://twitter.com/TynanSylvester/status/781961841262157824
QuoteRimWorld Alpha 16 will support UI scaling! All you people with absurdly high-res monitors can rejoice.

well thats exciting :D
#8
Support / Re: UHD/4K problems
November 18, 2016, 09:51:29 PM
i've already got DPI scaling set to 200% in windows - rimworld and its UI (thanks to unity i guess) ignore that setting.
#9
Support / Re: UHD/4K problems
November 18, 2016, 09:43:36 PM
lets see if i've figured IMGUR out:

Look how tiny the UI is in the bottom left


Super close up view of those same tiny buttons


Comparing 1080p to 4K on the menu (PC is still sending 4K res - this is 'stretched' from the game)
#10
Support / Re: UHD/4K problems
November 18, 2016, 09:24:42 PM
Quote from: nccvoyager on November 18, 2016, 09:12:26 PM
What type of cable is being used?
HDMI, or another type?

I had an issue with a TV I use as a second monitor, wherein with HDMI the screen would set itself to 1080p, while the input was actually at 720p.
This resulted in the same type of scaling as you mentioned.
Seems that my graphics device was sending incorrect signals to the screen, and vice-versa.
Took a while, but I managed to resolve the issue by forcing both the TV and the NVidia control panel to use the "highest available resolution" for the device.
This allowed for two-way communication of the "highest available resolution" between both devices.

Don't know if this is actually a similar issue to yours, but I hope it is something as simple as that.

Disclaimer: May be a few days until I can respond again if needed.

i've got proper 4K 60Hz happening - the image is fine in and out of game, its just that text elements are too small.

I'll take photos on my phone, since screenshots obviously wont look right unless you have the same size and resolution screen as me.
#11
Support / Re: Steam limiting at 60fps
November 18, 2016, 06:32:32 PM
Quote from: gillsminnow on October 14, 2016, 07:36:43 AM
Bit weird, can't seem to get Rimworld to run past 60 fps on steam, even sat in the menu. Looks like it's capped or something. On ARK for example, the menu sits around 630fps on the Steam in-game fps counter but 60 on Rimworld. Is this the same for everyone or is there a way around it? I ask as I'd like to record with DXTory and when I record in 60fps I get GPU warnings every time the game dips below 60fps for a split second.

its permanently running in windowed mode - so its locking to 60Hz, your desktop refresh rate.
#12
Support / UHD/4K problems
November 18, 2016, 06:55:25 AM
I've been playing rimworld for quite a while now and its a rather strong addiction.

Just upgraded to a 40" samsung UHDTV over my previous 55" sony 1080p and... rimworlds UI is just too small - its literally unreadable on a 40" screen, which is pretty crazy when you see 28" 4K monitors for sale on the market.

Part of the problem is that the game doesnt actually seem to change resolutions, when its fullscreen 1080p my TV actually reports its still running at 4k - i guess the game just runs a scaler instead of changing resolution?

I've tried gaming at 1080p instead and the fuzziness causes eyestrain very quickly so i guess i simply cant play anymore until i find a fix - is there any mods or UI hacks to simply double or quadruple the size of text and UI elements? Has there been any official mentions of support for that?

#13
Releases / Re: [A15] Quantum Cooling
October 05, 2016, 01:51:47 AM
Quote from: Evmeister on October 04, 2016, 08:36:10 PM
I have already begun plans for military and defense applications, this is going to be fun! Plus will require some creativity.


oh my god, the cold deathtraps we can create!
#14
Quote from: notfood on July 31, 2016, 12:05:19 AM
I just did. It works well.

tested again and its working fine, i may have run into a glitch with the save. Both versions work fine now.
#15
Quote from: notfood on July 30, 2016, 11:51:26 PM
Please take a screenshot of the error, your modlist and the steps to reproduce it.

i just switched the files to the one from the regular version and its working, so double check the easy zip is correct?