[A17][Update03]RuntimeGC In-Game Cleaner

Started by user19990313, June 10, 2017, 10:01:24 AM

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AngleWyrm

#15

If that question had come to visit me, it would have said:
There are two possible futures that you see, how then shall you choose between them?

And my reply would have been:
Test them to see which is the one that applies to this universe, and which is the imaginings of some other realm.
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

user19990313

Quote from: Ashardalon411 on June 14, 2017, 06:42:01 PM
you say your mod remove died bodies, its only the skeletons or its valable for fresh corpses ? i don't want to lose my freezer pantry...
Sorry,both.
This is somehow a util tool for developer mode,so I don't want to make it so smart to be one of the cheaters' firearms-It happened to the tool "Remove Filth in Home Area".But if you learn from the debug log that a body is bugged and you don't know which one,this function could salvage  your savegame.
Anyway,thank you for using my mods.Why don't you try other functions? :P

user19990313

Quote from: AngleWyrm on June 14, 2017, 07:08:43 PM

If that question had come to visit me, it would have said:
There are two possible futures that you see, how then shall you choose between them?

And my reply would have been:
Test them to see which is the one that applies to this universe, and which is the imaginings of some other realm.
Sorry,is that a spam or praise? ???

AngleWyrm

#18

It is display of a psychological payoff,
the motive for pursuing an in-game test
of the question asked "skeletons AND corpses?"
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

user19990313

Quote from: AngleWyrm on June 15, 2017, 03:29:25 AM

It is display of a psychological payoff,
the motive for pursuing an in-game test
of the question asked "skeletons AND corpses?"
All right...Both skeletons and fresh/rotting corpses will be removed.I explained this question in reply #16.

Ashardalon411

ok so i will need to butch all of my pantry before activate it, its ok !

user19990313

Okay...Why don't you download that language patch?I'm confused a bit ::)

Ashardalon411

#22
For the language pack, it's already done.

Your mod have just give me a way to deal with a bug who don't allow the butching of the human corpses and that result in a loop of butching the same buggy corpse.

also, does it possible to make working the family tailin's buttom ? And apply them to the minion's mod ? With this fast reproduction cycle, this mod makes quickly an animal army/family of X thousands members, dead or alive and apply this family-tail-in to them will be really apreciated

user19990313

Quote from: Ashardalon411 on June 19, 2017, 06:02:56 AM
For the language pack, it's already done.

Your mod have just give me a way to deal with a bug who don't allow the butching of the human corpses and that result in a loop of butching the same buggy corpse.

also, does it possible to make working the family tailin's buttom ? And apply them to the minion's mod ? With this fast reproduction cycle, this mod makes quickly an animal army/family of X thousands members, dead or alive and apply this family-tail-in to them will be really apreciated
Well...the previous "tail-in" tool won't work while robots are on the map.
Now the bug's fixed in Update01,just download it and enjoy!
PS.Language patch is also integrated into Update01.

user19990313

Alright please come to pick up the new update  :-\

hiepbg

Great mod ! I can play till the late game without lagging.
Thank you very much !


LittleMikey

Hey so I cleared my pawns and now I'm getting this error popping up constantly in my log:

Trying to save reference to a discarded thing Boomrat169786 with saveDestroyedThings=true. This means that it's not deep-saved anywhere and is no longer managed by anything in the code, so saving its reference will always fail. , label=pawn
Verse.Log:Warning(String)
Verse.Scribe_References:CheckSaveReferenceToDestroyedThing(Thing, String, Boolean)
Verse.Scribe_References:Look(Pawn&, String, Boolean)
RimWorld.TaleData_Pawn:ExposeData()
Verse.Scribe_Deep:Look(TaleData_Pawn&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(TaleData_Pawn&, String, Object[])
RimWorld.Tale_DoublePawn:ExposeData()
RimWorld.Tale_DoublePawnAndDef:ExposeData()
Verse.Scribe_Deep:Look(Tale&, Boolean, String, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
RimWorld.TaleManager:ExposeData()
Verse.Scribe_Deep:Look(TaleManager&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(TaleManager&, String, Object[])
Verse.Game:ExposeSmallComponents()
Verse.Game:ExposeData()
Verse.Scribe_Deep:Look(Game&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(Game&, String, Object[])
Verse.GameDataSaveLoader:<SaveGame>m__90E()
Verse.SafeSaver:DoSave(String, String, Action)
Verse.SafeSaver:Save(String, String, Action)
Verse.GameDataSaveLoader:SaveGame(String)
RimWorld.Autosaver:DoAutosave()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

user19990313

Quote from: LittleMikey on June 28, 2017, 05:14:41 AM
Hey so I cleared my pawns and now I'm getting this error popping up constantly in my log:
Could you give a list of the tools you used just before this error?Where is the boomrat?(Or where have you seen one)

You can just reload your saves and - try do the cleaning as soon as your game is loaded,at that time pawns will not be assigned to any jobs,so it's less likely to error.If you still get stuck in this error,reply here and I'll start to debug it.

user19990313

The Update02 is released!Come and pick up the new update! ;)

agiber

Nice! Thank you! For my small 6 years colony of 9 ppl it reduced the size of save file from like 16 to 8 MB.