RimWorld

RimWorld

Visit Settlements
 This topic has been pinned, so it's probably important
Nina Goblin ♥  [developer] Jul 29 @ 2:03am
Post Bugs Here
Send your errors log, tell me what happened and what game version.
Last edited by Nina Goblin ♥; Jul 29 @ 2:25am
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Showing 1-12 of 12 comments
Gusis Oct 9 @ 11:16am 
not sure if this is a bug or an un-implemented feature, but i visited a settlement, started a surprise attack there, "destroyed" their base according to the game, and the settlement's pawns just didnt care anymore and casually ate their lunch while i gunned them down in the same room.
hmmm what logs do you need? On start up nothing looks out of ordinary but I see it constantly in my top 10 of harmony patches and you know my mod list is large but I've done my best to remove worst actors.

https://gist.github.com/HugsLibRecordKeeper/88b9aac68fcd33c2ecccd097592e149d
Nina Goblin ♥  [developer] Oct 27 @ 9:14am 
Originally posted by Birdinmotion:
hmmm what logs do you need? On start up nothing looks out of ordinary but I see it constantly in my top 10 of harmony patches and you know my mod list is large but I've done my best to remove worst actors.

https://gist.github.com/HugsLibRecordKeeper/88b9aac68fcd33c2ecccd097592e149d
Just send any red errors you get on startup or when your ms dips. I don't see any errors from this mod in the log you sent, it looks like everything is setting up fine. It could just be another mod trying to touch the same thing as this one, that's what it was before! I just need to know which one.
Nina Goblin ♥  [developer] Oct 27 @ 9:16am 
Also, I deleted your message from the comments because error related things are supposed to get stuffed here, but it's important so I'm just gonna paste it again :steammocking::

"hi there me again, I took a LONG brake from rimworld and recently came back. I've tried running my modlsit again and I'm getting that same VS_SettlementDefeatUtility_checkDefeated:Prefix from earlier. However its not as bad as my previous post. probably just needs a patch if possible.". -Birdinmotion
Ok so during runtime I can't find mods but during start up there is this:

https://gist.github.com/HugsLibRecordKeeper/4f606aed998cb9f2a91ddd8ec615cd87



Exception processing alert RimWorld.Alert_TimedMakeFactionHostile: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.

Error drawing planet layer WorldLayer WorldDrawLayer_WorldObjects_NonExpandable: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.

Exception while saving RimWorld.Planet.WorldObjectsHolder: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.

Getting next unique ID during saving This may cause bugs. (7 times!)

Object with load ID Thing_Human50739 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.



It seems like resources are being modified before they can be accessed in some sort of race condition between worker threads (i know 1.6 added some multithreading to certain processes). I have a high number of threads (32) so i dont know if thats also introducing overhead or making race conditions more possible but even from my earlier post I've seen wild 1.5ms patches.

just out of curiosity how big is your mod play list?
here is what I'm noticing:

1.Tries to iterate through world objects
2.Crashes with collection modification error
3.RimWorld catches the exception
4.Retries the operation
5.Crashes again...
6.Eventually succeeds, but has wasted somewhere between 0.05 - 1.5ms doing error handling loops
however I do see these a few times:

Visit Settlements modifying world objects
Vanilla Expanded Outposts
VOE Additional Outposts
VOE Delivery Logistics


i dont know if the outpost mods are causing interactions. Maybe real ruins?
Originally posted by Birdinmotion:
Ok so during runtime I can't find mods but during start up there is this:


i meant logs not mods. theres no errors being generated really just overhead.
nope sorry outposts isnt it ;( still large overhead. funny enough now i see penalty for stealing patch more than defeat after removing a dozen or so mods. Do you want me to move this is to a separate discussion?
Nina Goblin ♥  [developer] Oct 28 @ 11:42am 
Originally posted by Birdinmotion:
nope sorry outposts isnt it ;( still large overhead. funny enough now i see penalty for stealing patch more than defeat after removing a dozen or so mods. Do you want me to move this is to a separate discussion?
Go for it! Can you try disabling the penalties in settings? Then see if that helps.

Also my mod list is only ever around 400. Right now it's closer to 300, I have outposts and I'm not getting the error or ms drops.
Last edited by Nina Goblin ♥; Oct 28 @ 11:44am
Yeah disabling the penalties fixed it lol still sad I couldn't find whatever mod causes conflict. Perhaps combat extended?
Nina Goblin ♥  [developer] Oct 29 @ 3:43pm 
Originally posted by Birdinmotion:
Yeah disabling the penalties fixed it lol still sad I couldn't find whatever mod causes conflict. Perhaps combat extended?
Yeah, I was thinking that too! I'll take a look soon or after a couple naps or maybe some ice cream because I want it bad! :steammocking: Thank you for testing it and confirming!!!
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