RimWorld
Lag spikes every Few seconds (tons of mods +/- 300-400+)
So basically I am getting lag spikes evey few seconds I am gonna post the error list i get on start up of the game and start up of a world (also preparey carefully dosent work aka heavy lags when using it in pawn selection screen and then game after like 2-5 seconds stops responding) and i am also gonna post mod list


Edit 1: Pastebin of mods : https://pastebin.com/euJ32JEa
Edit 2:Specs
Informace o počítači:
Main ones
OS:Windows 10
Gpu : NVIDIA GeForce GTX 1060 6GB
CPU: Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz (speed : 2808 MHz) - GenuineIntel
Model: B360M AORUS Gaming 3 --Gigabyte Technology Co., Ltd.
also I am not using a notebook and i have only 1 screen
(btw i can run any vr games without problems and i am using normal map size)

when playing cpu is around max 50%
gpu max like 30-40% and ram is around 70-80 max (20% are other programs if i close them then rimworld usese 50% of ram)

more Detailed info but in czech : https://pastebin.com/jYEP08pQ


Edit 2.5 Output log in my appdata https://pastebin.com/DFZMjspt (Drivers are now updated will try to see if its fixed)

Edit 3: Error Log when starting the game : https://pastebin.com/5c5DGpCJ (Its veryyyyy Veryyy Long)

Edit 3.5 : when I created the smallest world and smallest map possible the lag spikes were still there killing all animals (like 4 of them xd) still nothing drafting my colonists didnt help as well


Edit 4.0 https://pastebin.com/W3gpFRWL = Error log after i launch a world (Ignore the bases that didnt spawn I set 2% world size)

Edit 5.0 Reinstalling Core didnt help also in 2 days i will be gone for 14 days probs without internet so sorry if i wont answer and thanks for trying to help me everyone !







Ultima modifica da Ruby; 15 ago 2019, ore 5:58
Messaggio originale di FatChicsOnly:
I wanted to follow up on this discussion with my solution as I was having the same problem.

I removed as many non-essential mods as I possibly could without breaking my saves. I went from 220 mods to 112 which helped reduce framerate drops and better managed my ticks per second.

Next I used Dub's Performance Analyzer mod to diagnose the specific problem which was causing 4-5 second lag spikes. Sure enough it was my Repair Workbench mod which must have been checking every single item on the map for repairs. Without needing to disable the mod, I simply introduced new constraints such as checking items only <50% HP and excellent-legendary items. Lag spikes dissapeared.

If anyone else is having this problem the three main things I would look for would be the following: Colonist behavior mods (Common sense, Haul to Stack, While You're Up, Prioritized Treatment etc.)
Overhauls (Rimefeller, Vanilla Factions Expanded, Cybernetic Organisms, Rah's Bionics)
Item Mods which check the entire map (Colony Manager, Repair Workbench, Autosell).

It's best to stick with only one mod which overhauls Bionics. It can be tempting to see the possibility in 300% efficient super soldiers, however your playing experience matters more than some neat tweaks. Hope this helps.
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hey there, i did not dive through your mod lsit, but should you perhaps have vampire masquerade have installed and a vampire in your colonist list.

They give freezes at the moment one of your vampire pawns tries to go somewhere but cannot due to sunlight being on the path.

My theory is that the game tries so many pathing calculations taht it causes freezes, I fixed it by going inside their personal vampire setting to ignore sunlight. They will still avoid it when possible so it won't cause problems.
Ultima modifica da Xilia; 27 ago 2019, ore 8:07
Messaggio originale di SCP:DR Phillip:
Any more ideas anybody ?

Uninstall and reinstall rimworld, start a fresh world.
Messaggio originale di Xilia:
hey there, i did not dive through your mod lsit, but should you perhaps have vampire masquerade have installed and a vampire in your colonist list.

They give freezes at the moment one of your vampire pawns tries to go somewhere but cannot due to sunlight being on the path.

My theory is that the game tries so many pathing calculations taht it causes freezes, I fixed it by going inside their personal vampire setting to ignore sunlight. They will still avoid it when possible so it won't cause problems.
Thanks for trying to help but like i said I have lags even if i make a new colony (not having a vampire)
Messaggio originale di f1rools22:
Messaggio originale di SCP:DR Phillip:
Any more ideas anybody ?

Uninstall and reinstall rimworld, start a fresh world.
Basically Reinstalled rimworld already and i am always making a fresh world xd but will try to reinstall it again when i get home tomorrow
I really don't understand your problem. You're insanely lucky that this lagspike happens in main menu or during starting new game.

This mean you can 100% safely find source of conflict via simple algorytm:
1) Save your current order of mods (sorry I don't remember exactly - but AFAIK you can save it as a specific file, so no need to recover it by hands later).

2) Disable ~half of your mods (better - from bottom, so you will have low chance accidently disable some libraries, because they at least should be on top).

3) Problem solved?
If yes - enable mods in small packs, until it return (so latest enabled mods are causing issues).
If not - continue disabling mods.

Your situation is best as you need only main menu & start new game menu - so you don't risk your saved games and could check mods quite fast (as you don't need gameplay to see this lags).

Dunno why you'd asked here in such ideal situation for searching root of problem by yourself.
Messaggio originale di corisai:
I really don't understand your problem. You're insanely lucky that this lagspike happens in main menu or during starting new game.

This mean you can 100% safely find source of conflict via simple algorytm:
1) Save your current order of mods (sorry I don't remember exactly - but AFAIK you can save it as a specific file, so no need to recover it by hands later).

2) Disable ~half of your mods (better - from bottom, so you will have low chance accidently disable some libraries, because they at least should be on top).

3) Problem solved?
If yes - enable mods in small packs, until it return (so latest enabled mods are causing issues).
If not - continue disabling mods.

Your situation is best as you need only main menu & start new game menu - so you don't risk your saved games and could check mods quite fast (as you don't need gameplay to see this lags).

Dunno why you'd asked here in such ideal situation for searching root of problem by yourself.

1)Dosent happen in main menu
2) I really dont understand I searched for the root myself it was the last resort to write here I was removing and adding mods half by half for over 2 months and i just gave up beacose sometimes it worked for 2 days and then stopped

loading time is like over half an hour sometimes up to an hour (before the update it was almost 8 hours) sooo yeah
Ultima modifica da Ruby; 29 ago 2019, ore 5:25
L'autore della discussione ha indicato che questo messaggio risponde alla discussione originale.
I wanted to follow up on this discussion with my solution as I was having the same problem.

I removed as many non-essential mods as I possibly could without breaking my saves. I went from 220 mods to 112 which helped reduce framerate drops and better managed my ticks per second.

Next I used Dub's Performance Analyzer mod to diagnose the specific problem which was causing 4-5 second lag spikes. Sure enough it was my Repair Workbench mod which must have been checking every single item on the map for repairs. Without needing to disable the mod, I simply introduced new constraints such as checking items only <50% HP and excellent-legendary items. Lag spikes dissapeared.

If anyone else is having this problem the three main things I would look for would be the following: Colonist behavior mods (Common sense, Haul to Stack, While You're Up, Prioritized Treatment etc.)
Overhauls (Rimefeller, Vanilla Factions Expanded, Cybernetic Organisms, Rah's Bionics)
Item Mods which check the entire map (Colony Manager, Repair Workbench, Autosell).

It's best to stick with only one mod which overhauls Bionics. It can be tempting to see the possibility in 300% efficient super soldiers, however your playing experience matters more than some neat tweaks. Hope this helps.
Messaggio originale di FatChicsOnly:
I wanted to follow up on this discussion with my solution as I was having the same problem.

I removed as many non-essential mods as I possibly could without breaking my saves. I went from 220 mods to 112 which helped reduce framerate drops and better managed my ticks per second.

Next I used Dub's Performance Analyzer mod to diagnose the specific problem which was causing 4-5 second lag spikes. Sure enough it was my Repair Workbench mod which must have been checking every single item on the map for repairs. Without needing to disable the mod, I simply introduced new constraints such as checking items only <50% HP and excellent-legendary items. Lag spikes dissapeared.

If anyone else is having this problem the three main things I would look for would be the following: Colonist behavior mods (Common sense, Haul to Stack, While You're Up, Prioritized Treatment etc.)
Overhauls (Rimefeller, Vanilla Factions Expanded, Cybernetic Organisms, Rah's Bionics)
Item Mods which check the entire map (Colony Manager, Repair Workbench, Autosell).

It's best to stick with only one mod which overhauls Bionics. It can be tempting to see the possibility in 300% efficient super soldiers, however your playing experience matters more than some neat tweaks. Hope this helps.

I've been having the same problem, and by using Dubs Performance Analyzer, I found out that 3-4 of my colonist have been causing the lag by "hauling", yet when I see their activity its just them cleaning dirt. Any clue on whats going on?
Messaggio originale di Joe Biden:
Messaggio originale di FatChicsOnly:
I wanted to follow up on this discussion with my solution as I was having the same problem.

I removed as many non-essential mods as I possibly could without breaking my saves. I went from 220 mods to 112 which helped reduce framerate drops and better managed my ticks per second.

Next I used Dub's Performance Analyzer mod to diagnose the specific problem which was causing 4-5 second lag spikes. Sure enough it was my Repair Workbench mod which must have been checking every single item on the map for repairs. Without needing to disable the mod, I simply introduced new constraints such as checking items only <50% HP and excellent-legendary items. Lag spikes dissapeared.

If anyone else is having this problem the three main things I would look for would be the following: Colonist behavior mods (Common sense, Haul to Stack, While You're Up, Prioritized Treatment etc.)
Overhauls (Rimefeller, Vanilla Factions Expanded, Cybernetic Organisms, Rah's Bionics)
Item Mods which check the entire map (Colony Manager, Repair Workbench, Autosell).

It's best to stick with only one mod which overhauls Bionics. It can be tempting to see the possibility in 300% efficient super soldiers, however your playing experience matters more than some neat tweaks. Hope this helps.

I've been having the same problem, and by using Dubs Performance Analyzer, I found out that 3-4 of my colonist have been causing the lag by "hauling", yet when I see their activity its just them cleaning dirt. Any clue on whats going on?


Try drafting them and undrafting them
They might be showing as hauling if younare using one of the hauling mods that makes them check if there is a hauling job around where they are headed.
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Data di pubblicazione: 13 ago 2019, ore 6:18
Messaggi: 40