[1.4] RT Mods - it's just gonna keep happening innit (2022-10-21)

Started by Ratys, March 07, 2015, 05:23:09 PM

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Ratys

30.10.16 CHANGELOG:

  • All mods: added Chinese translations (thanks duduluu).
  • RT Quantum Storage: added a blind dirty check to hopefully avoid relays/warehouses spamming the console.

RommePawn

#301
Quote from: Wacoede on October 28, 2016, 11:25:02 PM
I've been getting an error with Quantum Stockpiles that keeps recurring to the point of dragging my FPS down
Quote from: Ratys on October 30, 2016, 07:01:51 AM
30.10.16 CHANGELOG:

  • All mods: added Chinese translations (thanks duduluu).
  • RT Quantum Storage: added a blind dirty check to hopefully avoid relays/warehouses spamming the console.
I was using this mod for such a long time before any error like this occurred then after moving(uninstall+install) a bunch of stockpiles, relays and warehouses I got lots. Even after opening up the save file and finding the warehouse that was giving the error and deconstructing+reconstructing it, it still gave errors.

So here is some random information you might find useful when trying to figure out the cause:

  • rimworld v15.1280 + RT_QuantumStorage-A15-1.0.5
  • The stockpile was never deleted
  • 17 relays were connected, more than before the errors
  • 20 qstockpiles were connected
  • Sculptures and lights were placed directly on quantum stockpiles
  • Many of the relays used both the import and export functions regularly
Also the errors originally came with a "tried spawn already spawned object"/"tried to delete already deleted object error". This I believe was caused by crafting something set to "drop" whereby it falls next to a relay but gets picked up a moment later to be used at that very same crafting bench(which was also in range of the relay unlike before). The two sources of this were a component bench making modded advanced components and when crafting beta polys which require alpha polys. (EPOE and glittertech respectively)

Lastly here is a mod list; modIds+modNames from the save file

<modIds>
<li>Core</li>
<li>ExpandedProsthetics&amp;OrganEngineering</li>
<li>RD_FloorBeautyRebalance</li>
<li>T-MoreFloors</li>
<li>ADogSaid-1.4</li>
<li>AllowTool</li>
<li>AnimalHideWorking</li>
<li>Chemicals &amp; Neutroamine</li>
<li>Crafting Neutroamine [1.1]</li>
<li>CraftingHysteresis</li>
<li>DefensivePositions</li>
<li>EdBPrepareCarefully</li>
<li>Edit_1_Armor Crafting</li>
<li>Edit_2_[15A] Hoarfrost</li>
<li>Edit_2_[15A] Hyperthermia</li>
<li>Edit_3_Synthmeat</li>
<li>Efficient Light</li>
<li>FluffierThanThou-RW_Blueprints-9cbe574</li>
<li>FluffierThanThou-RW_EnhancedTabs-f5e58d9</li>
<li>PetFollow</li>
<li>Less-Rebuff</li>
<li>Mechanite Augments</li>
<li>MoreTradeShips</li>
<li>PowerSwitch</li>
<li>sd_chickennest</li>
<li>sd_goodnight</li>
<li>sd_luciprod</li>
<li>sd_pillowsCo</li>
<li>sd_roundtable</li>
<li>Soylent green</li>
<li>MadSkills-A15-1.1.7</li>
<li>Edit_1_NonDecayingStorage_hacked_together_sorry</li>
<li>GlitterTechNS</li>
<li>LT_DoorMat</li>
<li>RT_QuantumStorage-A15-1.0.5</li>
<li>RW_ColonistBarKF-0.15.3</li>
<li>Better Pathfinding</li>
<li>A15 MBS Firefoam Solutions v1.6</li>
<li>Firefoam_Grenades</li>
<li>MiningShaft</li>
<li>MiningShaft-StoneAddon</li>
<li>MiningShaft-GiltterWorldAddon</li>
<li>TradingSpot</li>
<li>RecolorStockpile</li>
<li>ShutdownAll</li>
<li>Vegetable Garden</li>
<li>RedistHeat</li>
</modIds>
<modNames>
<li>Core</li>
<li>Expanded Prosthetics and Organ Engineering</li>
<li>RD - Floor Beauty Rebalance</li>
<li>[T] MoreFloors</li>
<li>A Dog Said...</li>
<li>Allow Tool</li>
<li>Animal Hide Working</li>
<li>Chemicals &amp; Neutroamine</li>
<li>Crafting Neutroamine</li>
<li>Crafting Hysteresis</li>
<li>Defensive Positions</li>
<li>EdB Prepare Carefully</li>
<li>[E1] Armor Crafting</li>
<li>[E2] Hoarfrost V1.2</li>
<li>[E2] Hyperthermia V1.1</li>
<li>[E3] Synthmeat</li>
<li>Efficient Light</li>
<li>Blueprints</li>
<li>Animals Tab</li>
<li>PetFollow</li>
<li>Less Rebuff</li>
<li>Mechanite Augmentation</li>
<li>More Trade Ships</li>
<li>PowerSwitch</li>
<li>[sd] chicken nest</li>
<li>[sd] goodnight</li>
<li>[sd] luciferium production</li>
<li>[sd] pillows and beanbags</li>
<li>[sd] round tables</li>
<li>Soylent green</li>
<li>Mad Skills</li>
<li>[E1] NonDecayingStorage hacked together, sorry</li>
<li>Glitter Tech (No Surgery)</li>
<li>LT-DoorMat</li>
<li>RT Quantum Storage</li>
<li>Colonist Bar KF 0.15.3</li>
<li>Better Pathfinding</li>
<li>MBS Firefoam Solutions</li>
<li>Firefoam Grenades</li>
<li>Core Driller</li>
<li>Core Driller - Stone Addon</li>
<li>Core Driller - Glitter Tech Addon</li>
<li>Trading Spot</li>
<li>Recolor Stockpile</li>
<li>Shutdown All</li>
<li>Vegetable Garden </li>
<li>RedistHeat</li>
</modNames>


I shall try 1.0.6 and see if any errors occur.

[edit] tried 1.0.6, still got the error, will a attachment, sorry about quality. Error happened at a different warehouse(looked at save file) so I deconstructed+constructed a new warehouse and got the error again with the new one(looked at save file again). This was accompanied by a new tried to spawn already spawned thing error. This time it wasn't even picked up(see attachment).

[attachment deleted by admin due to age]

faltonico

Hello there!
I'm loving Quantum storage! But i find it tanking really hard on my FPS. ¿could you please try to improve its performance? or just to allow us to tweak how often they "tick"?
I have over 80 of those bad boys and it is really getting a bit ridiculous xD

Thanks a lot in advance for your help!

tonsrd


Canute

Top right is a search field, search for "RT weapon" and you will find it.
But that is a different author then these RT mods.

tonsrd

Quote from: Canute on November 29, 2016, 11:39:07 AM
Top right is a search field, search for "RT weapon" and you will find it.
But that is a different author then these RT mods.

sigh, I searched RT on  forums no luck, I used bing to go to steam page to find rimworld mods and searched RT and found the RT weapon mod

on rw I was searching for " rt weapons pack" and it was coming with no results coz there is  no "S" in the pack doesn't help its made by a diff person but same name. looking thru rats post  = no weapons mods so I was confused and asked for  help before I logged off.

thnx for the help. I wont be installing what ifound

Rock5

I'm still trying to wrap my head around quantum storage. Are these assumptions correct?

1. If all your quantum stockpiles are full then you can't use a relay to send items to your store room even if you still have space in the store room zone between the quantum stockpiles? Is that right? You have to have an excess of quantum stockpiles to send from a relay?

2. So assuming you generally have a excess of items so your QS are usually full, does that mean this mods main use is for getting stuff from your stockpiles, not sending to your stockpiles?
Rock5 [B18] Mods
- Butchers Can Count Meat
- Sun Lamp Planner
- JTZoneButtons
- RimSearch
- JTExport

Canute

1. Not 100% sure but yes. I never saw a QT pad push item at the area it take items, only pawn would drop items there.

2. Not sure what you mean but i think you mean the space between the the QT pad. Like i wrote before yes it is mainly the spot where the pad's grab stuff and pawn drop stuff.

alsoandanswer



"If I quote some smart guy, then therefore I should be smart myself!" -alsoandanswer

Ratys

Quote from: alsoandanswer on December 22, 2016, 12:41:48 PM
is there going to be a16 version?

Of course. Hopefully of all the mods, starting with RT Fuse. I just had to knock Mad Skills out first, because my Steam inbox was exploding, and that update turned out to be possibly the trickiest of the bunch.

Canute

Just delete your steam account and start with the other mods ! :-))

Ratys

26.12.16 CHANGELOG:

  • All mods: updated to A16.
  • RT Solar Flare Shield: moved logic from the ThingComponent to a new MapCondition class.
  • RT Quantum Storage: added some extra checks to hopefully avoid console spam.

Ratys

26.12.16 CHANGELOG (again):

  • RT Solar Flare Shield: actually ending the MapCondition when it should be ended, now. Whoops.

theowningone

So I wrote a big detailed post about how fuses weren't working for me then noticed this in the OP
Quote from: Ratys on March 07, 2015, 05:23:09 PM
Known issue: on rare occasions fuses will refuse to work after being installed in the colony for the first time. To fix and/or avoid this, simply restart RimWorld once after installing your very first fuse.
And now I feel really dumb.

So instead, now that I took the time to do the verification process for this post I'm going to take the time to say thanks for making these mods. I consider Fuses and the Magnetic shield essential to the game, and have just started playing with Quantum Storage for the first time and am loving it. Thanks for all the hard work.

14m1337

RT Fuse: could you consider making electricity a requirement for basic fuse research? being able to research the fuses without having electricity doesn't make sense in my opinion.
Quick_Silver - The One And Lonely
My posts may sometimes be filled with (sarcastic) humor - it's up to you to find it out on your own.
Usually drunk on Mondays from 21:00 to 03:00 CEST.