Ludeon Forums

Ludeon Forums

  • September 20, 2019, 10:37:32 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Poll

How is performance in A17? (Moody v1.1.x)

Great! No noticeable problems
- 27 (52.9%)
Small drop in FPS, but not a big deal
- 12 (23.5%)
One or more views cause a significant performance drop (please leave a post with more info)
- 5 (9.8%)
Performance is too poor to use
- 7 (13.7%)

Total Members Voted: 51


Pages: 1 ... 11 12 [13]

Author Topic: [1.0] Moody (v2.4.2) A colonist mood dashboard  (Read 93675 times)

Canute

  • Transcendent
  • *****
  • Posts: 7652
  • Refugee
    • View Profile
Re: [1.0] Moody (v2.4.1) A colonist mood dashboard
« Reply #180 on: November 02, 2018, 04:07:37 AM »

Ashandy,
so far i know when a mod got a Languages folder it is ready for another language.
Logged

Ashandy

  • Muffalo
  • *
  • Posts: 3
  • Refugee
    • View Profile
Re: [1.0] Moody (v2.4.1) A colonist mood dashboard
« Reply #181 on: November 02, 2018, 09:57:12 AM »

Ashandy,
so far i know when a mod got a Languages folder it is ready for another language.
Yeah, i know about it. And i don`t see such folder :(
Logged

Grabarz

  • Drifter
  • **
  • Posts: 50
  • Refugee
    • View Profile
Re: [1.0] Moody (v2.4.1) A colonist mood dashboard
« Reply #182 on: November 03, 2018, 03:35:53 PM »

I'm getting non stop spawning error
Exception while recalculating ColonistLeftUnburied thought state for pawn Anna: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.ThoughtWorker_ColonistLeftUnburied.CurrentStateInternal (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.ThoughtWorker.CurrentState (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.SituationalThoughtHandler.TryCreateThought (RimWorld.ThoughtDef def) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RimWorld.SituationalThoughtHandler:TryCreateThought(ThoughtDef)
RimWorld.SituationalThoughtHandler:CheckRecalculateMoodThoughts()
RimWorld.SituationalThoughtHandler:AppendMoodThoughts(List`1)
RimWorld.ThoughtHandler:GetAllMoodThoughts(List`1)
RimWorld.ThoughtHandler:GetDistinctMoodThoughtGroups(List`1)
RimWorld.ThoughtHandler:TotalMoodOffset()
RimWorld.Need_Mood:get_CurInstantLevel()
RimWorld.Need:get_CurInstantLevelPercentage()
Moody.DataCache:UpdateMood(Pawn)
Moody.DataCache:Recalculate(Pawn)
Moody.DataCache:UpdateCache(Boolean)
Moody.MoodyWindow:WindowUpdate()
Verse.WindowStack:WindowsUpdate()
Verse.UIRoot:UIRootUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

any idea ?
Logged

NoCanDo

  • Drifter
  • **
  • Posts: 64
  • Refugee
    • View Profile
Re: [1.0] Moody (v2.4.1) A colonist mood dashboard
« Reply #183 on: November 08, 2018, 03:22:02 AM »

Moody is really killing the fps the more pawns you have...
Logged

GiantSpaceHamster

  • Colonist
  • ***
  • Posts: 286
  • Giant Space Description
    • View Profile
Re: [1.0] Moody (v2.4.1) A colonist mood dashboard
« Reply #184 on: January 09, 2019, 10:24:52 PM »

Ashandy,
so far i know when a mod got a Languages folder it is ready for another language.
Yeah, i know about it. And i don`t see such folder :(

There is no translation support in Moody at the moment, sorry. I'll add it to my backlog but I am not doing a lot of development on Moody these days except bug fixes so no promises. If I have time I will look into it though.
Logged

GiantSpaceHamster

  • Colonist
  • ***
  • Posts: 286
  • Giant Space Description
    • View Profile
Re: [1.0] Moody (v2.4.1) A colonist mood dashboard
« Reply #185 on: January 09, 2019, 10:28:48 PM »

Moody is really killing the fps the more pawns you have...

Yeah, that is a side-effect of loading all the data for each view. I'm already doing some fancy stuff to cycle which pawns get updated each cycle to reduce the impact quite a bit.

Only data for the currently selected view should be loaded. If you would like to provide some information about which view(s) are causing the biggest performance degradation and how many pawns you have at that point in time I may be able to look into improving things.

If it's causing a big slowdown for you, you can reduce the height of Moody to show only some of the pawns. While not ideal, it should prevent the pawns that are out of view from loading their data, reducing the performance impact. Or stay on a lower-impact view and switch only when needed.
Logged

GiantSpaceHamster

  • Colonist
  • ***
  • Posts: 286
  • Giant Space Description
    • View Profile
Re: [1.0] Moody (v2.4.2) A colonist mood dashboard
« Reply #186 on: January 09, 2019, 10:29:29 PM »

Moody update v2.4.2 released.
- Fixed issue where <Enter> would close Moody window until game reload

Available to download from the first post in this thread and via Steam (link in first post to that as well).
Logged
Pages: 1 ... 11 12 [13]