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Messages - MisterVertigo

#136
Outdated / Re: [A16] Set-Up Camp v0.1.0
January 02, 2017, 07:54:45 PM
This looks really cool. Thank you!

One question: does a camp count towards the 5 colony limit?
#137
I saw this not long ago on Steam and thought it looked interesting. The art style reminds me a bit of a game I used to play called Dead State.

It certainly is inexpensive, so that is a plus. I'm curious how far along the "Early Access" is. The reviews appear to be pretty good, even a couple of he negative ones I've read aren't that bad; they just state that "it's Alpha". I'm gonna keep my eye on this one for sure!
#138
Just a follow-up. I played for about 4.5 hours straight tonight and had exactly ZERO crashes. My memory usage went up a bit as I played, but it never went above ~2.1 GB. Right after loading my save it was using around 1.5 GB.

I think this can likely be no longer considered a bug. Updating the Better Pathfinding mod seems to be what did it for me. Thank you for listening to my report though!
#139
I just checked, and my Trading Spot was up-to-date after all. The version of Better Pathfinding I had was 1.4RC, so I updated it to the latest 1.4. I will see if that helps.
#140
I BELIEVE I updated Better Pathfinding, but I will verify. I have not updated Trading Spot since A16 first came out, so I will look at that one too. I've been busy the last few nights so I haven't played any, but I'm hoping to get some log sessions in over the weekend. I will report back my findings.
#141
Off-Topic / Re: Count to 9000 before Tynan posts!
December 29, 2016, 05:38:30 PM
4825

Is it safe to step back in here? I didn't want to disrupt your philosophy discussion. I didn't have anything to contribute so I was kind of lurking for a while.
#142
I anxious to use Terraforming as well. I'm not gonna hold my breath, but it would be awesome if it got a new release! I'm sure the author would update it if possible. I know the current state of CCL has left a lot of mods hanging.
#143
I just loaded up my last autosave (I'm playing a permadeath game). It only took about 10 minutes of play and it crashed. When I launched the game RimWorld was using 504 MB of memory sitting at the main menu. I loaded my save, and when it was finished and I was at the main game screen the game was using 1,571 MB. It seemed to be pretty steady, and then all of a sudden it jumped to over 2,000 MB, the game hung, and I watched the memory usage climb up to about the same as in the screen shots above. Once it gets there, it stops and the error shows up.

I'm going to do some experiments and disable mods one at a time (starting with the most recently added) and see if there is a mod that is causing this.

Here are links to get my save file, as well as the mods I currently have loaded:

Save File: https://drive.google.com/open?id=0B8V-xDIqnG9AbkFrOGlOYk4xcUk
Mods: https://drive.google.com/open?id=0B8V-xDIqnG9ATEFMQUlXR0V1azQ

Thank you!
#144
For me, I play for a while before it crashes. It seems to vary though. Last night I played for hours before it crashed. Then today I was home for lunch and played for about 20 minutes and it crashed. The memory usage doesn't seem too bad (around 2GB), and then all of a sudden it just rockets up to where you see in the screen shot, and the errors pop up. I'll make a backup of my current save though, and I'll try again as soon as I can and I'll pay more attention to my memory usage. I have a second screen on my computer so I can open up Task Manager over there so I can keep an eye on it.
#145
Releases / Re: [A16] Better Pawn Control (v1.1.2)
December 27, 2016, 04:18:13 PM
I'm trying to wrap my brain around what this does, exactly. If I understand correctly, I can set a policy for my outfits called "Winter" and then set all my colonists to use the "Cold Weather" outfits and then save that policy. So, the next time I enforce the "Winter" policy it will automatically change the pawns to "Cold Weather" that I had set before. I'd just need to update the policy when I get a new colonist.

Is that right?
#146
I appreciate it. I can make a backup of my save if that helps. Let me know if there is anything else I can do to help.
#147
Mod bugs / Re: [A16] Game Crash - High Memory Usage
December 27, 2016, 03:25:51 PM
Only one colony so far. I'm just about through my first winter. I haven't even made a caravan yet! :) I enabled the option to have more, but I haven't actually made any yet.
#148
Hello all! I've been playing RimWorld for nearly two years now and I don't think I've ever had a crash! However, the last couple of days I've had this issue. It seems to be random, and I can't pinpoint what happens to make the crash take place. The most recent time I was building a wall, and the time before that it was right after a raid started. I don't know what my pawns may have been doing off-screen though.

Basically, it looks like the memory usage of RimWorld jumps up considerably and then these errors pop up:


Followed by:


Here is my memory usage:


Usually the game is using about 2 GB, but it jumps up to this during the crash.

Attached are my log files.

I'm running Windows 10, and I'm using the Steam version of RimWorld. I do have a few mods installed that I downloaded from the forums (not Steam workshop mods). Here is my mod list:


    <li>Core</li>
    <li>HugsLib</li>
    <li>AllowTool</li>
    <li>RW_AreaUnlocker</li>
    <li>Better Pathfinding</li>
    <li>RW_Blueprints</li>
    <li>DefensivePositions</li>
    <li>ED-LaserDrill</li>
    <li>RW_FacialStuff-0.16.0</li>
    <li>Fluffy_Breakdowns</li>
    <li>Hunting Alert</li>
    <li>ICanFixIt</li>
    <li>JTExport</li>
    <li>MadSkills-A16-1.2.1-T</li>
    <li>MineItAll</li>
    <li>Miniaturisation</li>
    <li>kNumbers-0.6.0</li>
    <li>RecolorStockpileA16</li>
    <li>ShutdownAllA16</li>
    <li>TradingSpotA16</li>
    <li>VerifyStartA16</li>
    <li>OmniLocator</li>
 


I have 16 GB of memory, Intel i7 5820K CPU, and Nvidia GeForce GTX 970 Graphics. As far as I know all my drivers are up-to-date and the game was working fine until yesterday. No other issues with my PC; and I haven't played any other games.

I'm suspecting it's a mod issue, but I'm hoping someone here can understand these log files and maybe point me in the right direction as to which mod may be causing my issue.

If I have this posted in the wrong place, let me know and I'll re-post.

Thank you all!

[attachment deleted by admin due to age]
#149
This is very interesting! I'll keep my eye on this one. As said above it would be nice if there was a button on the bottom menu so the window could be closed if you wanted, but it still looks extremely useful!
#150
Mods / Re: [Mod Request] History Tab Overhaul
December 23, 2016, 05:20:42 PM
Fantastic idea. Some options to choose which events you want to display and that would be awesome.