Large amounts of mods cause frequent crashing when creating a world?

Started by branch?, August 02, 2016, 08:08:41 PM

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branch?

My mods have had occasions of not crashing when generating a new world but more often than not it crashes.

I've sectioned up each of my mods and they all work when I'm using 1/4th of them when creating a world but this is troublesome in the sense that a lot of the mods I have create factions.

Is there a way to go back to the way A13 created worlds so that it's easier to create a new colony?
how lit was it

Jaxxa

Quote from: Glitterworld Plant-Boy on August 02, 2016, 08:08:41 PM
Is there a way to go back to the way A13 created worlds so that it's easier to create a new colony?

Not unless you go back to playing A13.

Goo Poni

Are you playing on a laptop, that almost sounds like an out-of-memory error if you crash with a lot of modded content installed.

1000101

Sans faulty hardware or the hardware literally being a potato, it sounds like one (or more) mods has an error in it.  Check your output log for any warnings or errors.  If you find any, post in that (those) mods thread(s) to let the author know about the issue.

Generally speaking, no matter how many mods you have and that you have a machine that can handle the game you shouldn't experience any crashing.  Severe lag perhaps for older hardware, but not crashing.
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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branch?

Quote from: 1000101 on August 03, 2016, 08:55:19 PM
Sans faulty hardware or the hardware literally being a potato, it sounds like one (or more) mods has an error in it.  Check your output log for any warnings or errors.  If you find any, post in that (those) mods thread(s) to let the author know about the issue.

Generally speaking, no matter how many mods you have and that you have a machine that can handle the game you shouldn't experience any crashing.  Severe lag perhaps for older hardware, but not crashing.

It's most likely my hardware is acting up due to potato-itis. All the mods work perfectly and are not causing each other trouble (besides a ton of errors in red in the console thing but they don't cause the world gen to crash).

I believe that when generating a world and creating a new colony was put together way too much memory is required at once for my game to work properly and Rimworld just turns off entirely. Is there a way to allocate more memory to Rimworld via commands / mods / special -morememory words besides the exe?
how lit was it

Jaxxa

Quote from: Glitterworld Plant-Boy on August 03, 2016, 09:53:48 PM
...All the mods work perfectly and are not causing each other trouble (besides a ton of errors in red in the console thing



If they are giving a ton of errors in the log they are obviously not all working perfectly.

1000101

You should see nothing but white in the log.  If you have ANY red/yellow then you have a problem and it needs to be fixed.  Trying to play with any errors or even warnings is going to lead to failure.

And the errors and warnings WILL cause errors anywhere and at time.  World gen is not immune.  The options menu is not immune.  Your grandmothers house in the woods is not immune.
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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viperwasp

Not sure if this is released but four days ago I upgraded CCL and half my mods were messed up and giving errors and not playing properly at all. Even crashes or map not loading. So I reverted CCL back to 1.14.0 or whatever the second to most recent release is? I think it's because some mods I had needed to be updated for CCL. So I imagine if I went around now since it's days later I will have less issues with CCL and mods I was using some outdated stuff. 
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CannibarRechter

My advice is; as you add mods, periodically check your logs, including the one in the base rimworld directory. If a mod throws exceptions, remove it. Be a little more discerning with the mods you accept and play with.

CR All Mods and Tools Download Link
CR Total Texture Overhaul : Gives RimWorld a Natural Feel
CR Moddable: make RimWorld more moddable.
CR CompFX: display dynamic effects over RimWorld objects

1000101

Quote from: viperwasp on August 04, 2016, 08:17:53 AM
Not sure if this is released but four days ago I upgraded CCL and half my mods were messed up and giving errors and not playing properly at all. Even crashes or map not loading. So I reverted CCL back to 1.14.0 or whatever the second to most recent release is? I think it's because some mods I had needed to be updated for CCL. So I imagine if I went around now since it's days later I will have less issues with CCL and mods I was using some outdated stuff.

CCL does not break it's API in an alpha cycle and updating CCL does not require mods to be updated.  It's more like CCL brought more errors to light which were hidden in the wood work.
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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viperwasp

Quote from: 1000101 on August 04, 2016, 02:57:07 PM
Quote from: viperwasp on August 04, 2016, 08:17:53 AM
Not sure if this is released but four days ago I upgraded CCL and half my mods were messed up and giving errors and not playing properly at all. Even crashes or map not loading. So I reverted CCL back to 1.14.0 or whatever the second to most recent release is? I think it's because some mods I had needed to be updated for CCL. So I imagine if I went around now since it's days later I will have less issues with CCL and mods I was using some outdated stuff.

CCL does not break it's API in an alpha cycle and updating CCL does not require mods to be updated.  It's more like CCL brought more errors to light which were hidden in the wood work.

Good to know. Thanks.
•  Lian Li Lancool II MESH RGB
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•  Windows 10 OS
•  RTX 4080 GIGABYTE Gaming OC 16GB
•  Dark Rock Pro 4 (CPU Cooler)
•  TUF Gaming Z690-Plus- WIFI D4