RimWorld

RimWorld

Pandora's Framework
69 Comments
veoba Aug 18 @ 12:24pm 
Any plans for update?
Wizardman420 Jul 15 @ 3:06pm 
Oh hell yea, O.E.F machines will function once more :saradomin: you kick so much ahh bro :luv:
gunns22 Jul 13 @ 6:39am 
@BlackMarket420
1.6 when?
Wizardman420 Jul 13 @ 6:29am 
My machines of death need this to live :zamorak:
Rattler-06 Jul 12 @ 5:13pm 
1.6? :O
GENESIC GAOGAIGAR Jun 29 @ 9:23pm 
I find a bug,pandora after Alpha Mechs ,There will be a set of exactly the same mechs nurturing checklist,but before alpha mechs dont have this bug
梦里何曾说梦 May 15 @ 11:32pm 
There are two blank tasks in the construction column.
BlackMarket420  [author] May 3 @ 7:00am 
Do you have a log error about it? If yes, please send it here and I'll see what I can do
Nalmighty May 3 @ 2:44am 
Same issue as others, TPS massively falls off with this mod installed. Especially when caravans visit.

The worldpawn tick spikes terribly for some reason.
tide{S}haper industries May 1 @ 1:47pm 
@Menegucci

Hash-collisions from adding mods as big as that mid-save are not a rare thing. Even if a mod is 'technically' able to be added mid-save, those are fully out of the control of the author and depend on the rest of your existing modlist. So ideally; don't change your modlist after starting your save!
Menegucci Apr 28 @ 9:02am 
Adding this midgame somehow deletes all mountains lmao
darkskandinav.komrad Apr 10 @ 10:19am 
I got it, I'm going to try to figure out what else might be going wrong, anyway, thanks for your time!
BlackMarket420  [author] Apr 10 @ 9:54am 
Probably save-related issue where you play the current save with the mod from the last save disabled. either way not really sure what's causing it, it's working fine on my end
darkskandinav.komrad Apr 10 @ 9:30am 
With TAOFC disabled, the problem persists. I apologize if this was unnecessary information.
BlackMarket420  [author] Apr 10 @ 9:11am 
So the frame spike appears when TAOFC was enabled?
darkskandinav.komrad Apr 10 @ 8:24am 
I don't know how important this clarification is, but how much the TPS began to sink on the 9th. But of the mods that would depend on this framework and be updated on this day, I only have this:

https://steamcommunity.com/sharedfiles/filedetails/?id=3347517233
BlackMarket420  [author] Apr 10 @ 8:07am 
I'll forward that problem to the coder and see if there's something that can be done about it
darkskandinav.komrad Apr 10 @ 7:25am 
Good afternoon, there is a problem with a bunch of requests to the module, which is why the TPS is sagging. Perhaps you can tell me what can be done, or how, where, and what other information can be viewed?

https://imgur.com/a/izfvdt3
SanDimas Mar 29 @ 10:29am 
wanted to use this but having heavy errors
https://imgur.com/a/AmSVdjf
BlackMarket420  [author] Mar 21 @ 9:16am 
@Hermann, is it true? Can you send like a log error so I can check it out?
BlackMarket420  [author] Mar 21 @ 9:15am 
Mod finally updated with new codes added, it probably fixed some of the recent bugs that persist before the update, Might want to check and post the problems here just in case,
狂吸妙龄少女裤袜 Dec 29, 2024 @ 6:06am 
The conflict with The Dead Man's Switch can cause the breeding list to duplicate.
Hermann Nov 9, 2024 @ 1:30pm 
This kinda eats performance a lot.
zeus57007 Nov 3, 2024 @ 11:03am 
the weapon summon ability would be useful in recreating gods like zeus, if someone ever makes a throwable lightning bolt, or Odin throwing Gungnir and summoning it back. the weapon switch property would be amazing for RWBY fans, switching from a sniper rifle to a scythe and back, or from spear to bolt-action rifle like Pyrrha. Nomadcrafting would be great for Hephaestus, or similar inventors that can't be bothered creating a bench.
PerpetualGamer Sep 25, 2024 @ 2:31pm 
I noticed an error and after digging around I found the source of the issue:

Within Verb_ShootPulseLaser you have a call to TryFindShootLineFromTo, rimworlds most recent update has changed that method to include a boolean at the end, so now your patch cannot find the method.

If there was a better way for me to point this out let me know, but thought I'd let ya know.
Boss Sep 1, 2024 @ 1:30pm 
Thanks.
BlackMarket420  [author] Aug 9, 2024 @ 4:53am 
Small update: Removed the debug sequence on the shield code, now those white fonts won't appear in the logs.
Reidlos Aug 4, 2024 @ 6:57pm 
So while im not seeing a traditional tps loss or anything as i mentioned, i did forget that the player.log grows the longer you play, my last session log was 170000 lines, 90% was the shield spam lol
ifchan Aug 4, 2024 @ 10:33am 
same problem with updating shield visibility log spam, it kinda low my fps in some rare cases
CRT-Wave<< Aug 3, 2024 @ 4:12pm 
I second the “updating shield visibility” log spam problem.
Reidlos Jul 28, 2024 @ 8:43pm 
https://imgur.com/a/1XVeLq7 here is a image of the log spam and the effect on TPS and Calls using Dubs Analyzer - Its not destroying tps even while spaming but the spikes over 1.0MS unless its actually doing somthing are not good in the long run, but im not sure what this is doing.

Hope this helps you
BlackMarket420  [author] Jul 28, 2024 @ 6:00pm 
Though I am worried about any performance, I'll need to ask my friend about this matter
Roque the Rogue Jul 28, 2024 @ 5:56pm 
The log spam is very intensive perhaps it can get in the way of other errors because despite reaching a limit it will still proceed to spam records in the log registry.

It only happens when the game is running, for users of BetterLog its just a matter of hiding "messages" and it will hide the messages with the shield log registers,.

I wonder if this causes some performance issues, but if you're saying it's harmless I'll believe you,

I was just making sure it came from here and its intended purpose.
BlackMarket420  [author] Jul 28, 2024 @ 5:42pm 
I checked, yeah it's pretty harmless, that's definitely how my friend designed the shield code, does it cause any serious problems perhaps?
Reidlos Jul 28, 2024 @ 5:35pm 
wait the shield spam THSS thing is this one? hmm I thought i removed this one in my attempt ot find it. I second i then, its not an error its a white log notification that goes on till it gets locked by log spam control. I second the issue. I get it as soon as i log in, regardless of game status so far. if you want/need a second log ill post it as well.
Roque the Rogue Jul 28, 2024 @ 5:28pm 
Hello.
Sure thing, dude

Here it is:
https://gist.github.com/HugsLibRecordKeeper/76810055576c7369a1bd78dca083dc05

This collection I use for the moment hasn't shown any of these errors before but considering some homebrew mods I'm working on rn its spilling some extra errors there which I'm hoping they aren't the cause of it, or worse, causing some sort of cascade effect, due to the log spam of this "Updating Shield Visibility log register" I was unable to continue some testing I was doing

I tracked the specific words (THSStandalone) in that log registry and it pointed to Pandora's Framework, using Rimpy's file search mechanic.

This session was done on a relatively recent save, about 1 week.

I hope it helps.
BlackMarket420  [author] Jul 28, 2024 @ 4:04pm 
Can you send the link for the log error dude?
Roque the Rogue Jul 28, 2024 @ 3:00pm 
Hey @ BlackMarket420
This mod created 1701 logs about updating a shield visibility on my logs console, constantly ticking THSStandalone/OnApparelTrackerTick:Postfix something in your TagApparels.dll

Is this intended, or am I seeing an error there?
BlackMarket420  [author] Jul 27, 2024 @ 3:07am 
It truly says that you're missing something from the framework, otherwise, I would be experiencing the same error as well. The resub fix is the only fix I can think of.
Reidlos Jul 26, 2024 @ 6:51pm 
yes, those are from a manually installed set, but to test i removed it, and went and subscribed old fashion way, and ran a verification too just to make sure. very possibly a mod conflict but nothing in the error really points that out to my limited knowledge
BlackMarket420  [author] Jul 26, 2024 @ 6:08pm 
@ Reidlos, are you using the latest pandora's framework mod? It has been updated yesterday, you'll need to resubscribe the mod.
Reidlos Jul 26, 2024 @ 4:27pm 
could you see what these load up errors are? its a final load test so ALL the mods are in here so sorry for bloat but the majority of what I assume is needed is at the bottom. https://gist.github.com/HugsLibRecordKeeper/a5d82a09622c0416e98b68b89be7f4ea
silverskene Jun 4, 2024 @ 1:58am 
Is this compatible with SOS2?
Vanok | lowfn Apr 28, 2024 @ 7:15pm 
You should be able to just take what you had for eccentric militors for 1.4 and just upload that to the workshop with the same name, just (1.4) in the title to differentiate it for those looking for an older version
BlackMarket420  [author] Apr 24, 2024 @ 11:43pm 
Not sure how I can do that, perhaps I'll just update the Eccentric militors mod that is still compatible to 1.4, but has its other skills dependent to this framework to be locked out, where you can unlock it if you have this framework on. I'll probably need to research more about that.
TurtleShroom Apr 24, 2024 @ 12:23pm 
Shoot. I just discovered, after a long series of tests, that this was the culprit.

Instead of forcing V1.4 players out, why not just take the V1.4 version and upload it as a secondary, legacy Mod? The same goes with the Eccentric Militors. Man, I loved that Mod.
xkp92110(orick) Apr 23, 2024 @ 7:40pm 
so i need back up old version and add localization mod.
because eccentric militors not support 1.4 in future. (?)
Wili you update other mod only compatible to 1.5?(Fetid Corpses,Hunterphage,Kraltech)
i'm not ready to play 1.5
Vanok | lowfn Apr 23, 2024 @ 4:42pm 
Shame, guess I'll need to remove eccentric militors from my 1.4 run
BlackMarket420  [author] Apr 23, 2024 @ 12:29pm 
Yeah, I'm afraid that'll be the case, I'll have to update the about page, so that it'll be only compatible to 1.5