RimWorld

RimWorld

Extended Storage
Savoyard Oct 23, 2018 @ 4:44pm
Performance Issues - Attempt to Haul 10+ Jobs Simultaneously
I upgraded from the Github b19 version today, and now I'm having stuttering/slowdown problems.

It's a huge colony, but nothing else has changed since yesterday. I'm enjoying the removal of infinite-loop hauling behavior, but it seems there may be some less visible loops now. Has anyone else experienced this problem?

Edit to clarify: Colonists are attempting to haul the contents of one container to another all at once, starting 10 hauling jobs in the same tick. Users have reported the issue with and without Pick Up and Haul, and with various clothing types on clothing racks and stone chunks in skips.
Last edited by Savoyard; Nov 2, 2018 @ 6:35am
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Showing 1-15 of 18 comments
Savoyard Oct 24, 2018 @ 11:07am 
Every time it hangs, I get a message like this (colonist names vary):
Ginger started 10 jobs in one tick. newJob=HaulToCell (Job_42622603) A=Thing_Apparel_Duster4174122 B=(211, 0, 77) jobGiver=RimWorld.JobGiver_Work jobList=(HaulToCell (Job_42622573) A=Thing_Apparel_Duster4174122 B=(211, 0, 77)) (HaulToCell (Job_42622576) A=Thing_Apparel_Duster4174122 B=(211, 0, 77)) (HaulToCell (Job_42622579) A=Thing_Apparel_Duster4174122 B=(211, 0, 77)) (HaulToCell (Job_42622582) A=Thing_Apparel_Duster4174122 B=(211, 0, 77)) (HaulToCell (Job_42622585) A=Thing_Apparel_Duster4174122 B=(211, 0, 77)) (HaulToCell (Job_42622588) A=Thing_Apparel_Duster4174122 B=(211, 0, 77)) (HaulToCell (Job_42622591) A=Thing_Apparel_Duster4174122 B=(211, 0, 77)) (HaulToCell (Job_42622594) A=Thing_Apparel_Duster4174122 B=(211, 0, 77)) (HaulToCell (Job_42622597) A=Thing_Apparel_Duster4174122 B=(211, 0, 77)) (HaulToCell (Job_42622600) A=Thing_Apparel_Duster4174122 B=(211, 0, 77)) (HaulToCell (Job_42622603) A=Thing_Apparel_Duster4174122 B=(211, 0, 77))
TerraggosaurusRex Oct 24, 2018 @ 3:36pm 
I got the same issue, but it went away once I disabled PickUpAndHaul - it looks HaulToCell (patched by PickUpAndHaul) does not like, that multiple items can be on one cell - as is the case with the ES buildings.

Also - when testing just Extended Storage + my own mod (+HugsLibs, +JecsTools) I did not run into this at all. SInce I know my mod doesn't touch / make any code changes, that leaves PickUpAndHaul doing something strange:

JobDriver_HaulToCell.MakeNewToils: post: PickUpAndHaul.HarmonyPatches.JobDriver_HaulToCell_PostFix
Last edited by TerraggosaurusRex; Oct 24, 2018 @ 3:37pm
DoctorVanGogh  [developer] Oct 24, 2018 @ 8:04pm 
Yes, the "multiple things in one cell" thing may be "somewhat unexpected" for several mods. With B19 the game tried its hardest to screw you over if you had multiple things in one cell, even though the underlying map architecture is perfectly fine with it.

Oh the fun times of the "exploding storage buildings" which tore down your walls with B19... fun stuff...
Savoyard Oct 25, 2018 @ 3:38pm 
Interesting. B19 Extended Storage and B19/1.0 Pick Up and Haul played nice together, but 1.0 ES and PUH don't. B19 ES actually ran fine on 1.0 aside from the infinite hauling loops. I'll have to ask the developer of Pick Up and Haul about the issue, but it seems to resolve itself after a few (painful) minutes of gameplay, at least for a while.
Savoyard Oct 27, 2018 @ 3:27pm 
I disabled Pick Up and Haul and continued to see the same issues until destroying and rebuilding my clothing racks. Since then, the game hasn't thrown any errors where pawns are trying to do 10 jobs at once. It seems the issue may have stemmed from upgrading from B19 to 1.0 and removing clothing racks build in B19 resolved it.
#6 Oct 30, 2018 @ 11:48pm 
I've been having the same issue on a new save that only had 1.0 versions of both, same 10 jobs in 1 tick issue. When I remove the ES pallets/food bins/skips/clothing racks/etc... the problem goes away completely and my pawns go back to work. If I rebuild the storages the problem comes back within a few minutes of someone trying to haul. An intersting note though is that it doesn't seem to do it with skips and stone chunks, only the normal raw resources.
Savoyard Oct 31, 2018 @ 12:36am 
I only experienced this with dusters on a clothing rack. Strange bug, to be sure. I built new ones with the same setting in the same location, and haven't had the issue since. I'm afraid I don't know how to provide any more information towards a solution.
Silhouette Nov 1, 2018 @ 2:57am 
I don't think it's pickup and haul. I've had similar issues, but having removed it, I still experience the issue with some of the storage units. In my current case, it seems to fine with pallets storing coal, but when I set out skips for stone chunks, the errors start building up.
Savoyard Nov 2, 2018 @ 12:06am 
I thought I had fixed the issue, but it returned today. I've still only experienced it with dusters, in a colony that existed before I had this mod, and when there were multiple clothing racks assigned to the same item type.
Hakuro Nov 2, 2018 @ 3:15am 
I started a fresh game on 1.0 and didn't change the mods while I was playing.

2 days ago suddenly I got some serious laggs when continuing the game and realized my pawns are causing the same errors you are describing.

Primary it's about the Duster I have built and my pawns are starting a hauling job on stuff lying on the clothing racks.They are already on the right spot, so I don't know why they are still trying to do such a job?
When I removed or forbid the dusters it jumped over to some pants doing the same issue on the next stack of clothing. But it's just those 2 stacks. T-Shirts and cowboy hats don't causing any trouble....

Still trying to get rid of that behaviour...
Savoyard Nov 2, 2018 @ 6:32am 
If we could narrow the issue down it would help the dev out a lot. Hakuro, Sixdd, you both have multiple containers at the same priority for the same type of item, right? Multiple clothing racks that might hold dusters or pants, multiple skips for stone chunks, etc?
Kenny Dave Nov 2, 2018 @ 8:36am 
I have the same error as Savoyard. I have haul to stack, Extended storage and pick up and haul. I've not had 0.19 installed, just 1.0 and previous. I've had to remove haul to stack for now unfortunately. And it is has been ok for me over a couple of hours, after resetting the pawns.

I have a save game file with the error occuring, if that would help let me know and I'll share it.

It occured with force haul bringing in the harvest, with only one destination slot, one pallet. This was picking up about 100 small stacks of hay, hence the error. On previous versions it was ok if there was an overflow zone with space. I've taked to Itscomcastic about haul to stack for previous versions, we thought he had it.

If it wants to be recreated, lots of things going to one cell. Perhaps the different outcomes for the different materials are just this? Stone chunks people can't pick up 10 stacks.

I've got other issues with hauling and forcing going on also, but I think they are related to pick up and haul not playing nicely with other mods. Pick up and haul apparently has completely different hauling code which overrides standard. Haul to stack was patched for the issue I had with compatibility before, so I would guess that not having pick up and haul would solve this? Itscomcastic is aware of a different conflict between these two even without ES.

Sorry for going on :)
Savoyard Nov 2, 2018 @ 6:35pm 
More info is always good, Kenny. The hardest part about this is the issue seems to be intermittent and random. I played three quadrums over three weeks without encountering it after I initially thought it had been resolved, so even though I didn't have the problem when only Extended Storage was active and nothing else, it's possible it was still there and I just didn't play long enough to encounter it.
Mahogany Nov 6, 2018 @ 2:37am 
It seems that this issue (at least in my case) is caused by pawns trying to haul something (Say, Devilstrand) to a storage container that already contained something else (Such as lightleather), maybe due to the "free slot" it sees. When I set all my containers to only accept a single type of item, this issue disappears.
Savoyard Nov 6, 2018 @ 1:58pm 
@Mahogany I've had this issue with containers set only to contain Dusters, and haven't seen it with containers set only to contain one type of fabric (via MaterialsFilter). None of that would explain Kenny's problem with hay, though.
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