RimWorld

RimWorld

Power Logic
troy8558 Jun 5, 2020 @ 10:27am
Two power nets and multiple nets on the same cell error
Multiple nets on the same cell (109, 0, 165). This is probably a result of an earlier error.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Two power nets on the same cell (99, 164). First transmitters: Pressure Sensor Plate and Pressure Sensor Plate.

https://gist.github.com/3a6a67075049119d69d3fc9f30b00442

this is the list of mods im using
the ones related to power are powerswitch, active circuits

I noticed the invisible conduits do not connect to the input socket but thats a small seperate issue.

<?xml version="1.0" encoding="utf-8"?>
<ModList>
<Name>NewList</Name>
<modIds>
<li>brrainz.harmony</li>
<li>ludeon.rimworld</li>
<li>unlimitedhugs.hugslib</li>
<li>jecrell.jecstools</li>
<li>killface.facialstuff</li>
<li>edb.preparecarefully</li>
<li>gwinnbleidd.anjustquestchance</li>
<li>com.github.alandariva.moreplanning</li>
<li>linkolas.stabilize</li>
<li>smashphil.loadinginprogress</li>
<li>etrt.roomsize</li>
<li>dingo.grenadefixrearmed</li>
<li>chippedchap.blueprinttotalstooltip</li>
<li>neceros.undergroundsoil</li>
<li>pyrce.terrain.zone.select</li>
<li>rikiki.miningco.mininghelmet</li>
<li>crashm.colorcodedmoodbar.11</li>
<li>pinochemicali.moretradeships</li>
<li>navyseal5.moreharvestdesignators</li>
<li>avilmask.commonsense</li>
<li>fluffy.animaltab</li>
<li>fluffy.areaunlocker</li>
<li>uuugggg.listeverything</li>
<li>frozensnowfox.growablegrass</li>
<li>avilmask.grazinglands</li>
<li>uuugggg.buildfrominventory</li>
<li>ogre.ogrestack</li>
<li>tammybee.selectablesculpturegraphic</li>
<li>erdelf.showmoddesignators</li>
<li>walkingproblem.noinfestation</li>
<li>jkluch.haultostack</li>
<li>bodlosh.floratab</li>
<li>linkolas.programmablevents</li>
<li>invisible.conduits</li>
<li>aze.hotkeys</li>
<li>bodlosh.weaponstats</li>
<li>brrainz.rangefinder</li>
<li>uuugggg.mealsonwheels</li>
<li>uuugggg.stockpileranking</li>
<li>uuugggg.roomfood</li>
<li>uuugggg.gearupandgo</li>
<li>tammybee.predatorhuntalert</li>
<li>tradingspot.kv.rw</li>
<li>oblitus.animalslogic</li>
<li>uuugggg.smartmedicine</li>
<li>voult.betterpawncontrol</li>
<li>uuugggg.whatismypurpose</li>
<li>chjeestrock5huhupdatedhbyhvalcrafto191.rimsearch</li>
<li>jaxe.morefilters</li>
<li>tikubonn.dontblockdoor</li>
<li>agentblac.makepawnsprisoners</li>
<li>earthyturtle.stackablechunks</li>
<li>frozensnowfox.nodefaultshelfstorage</li>
<li>unlimitedhugs.allowtool</li>
<li>codeoptimist.jobsofopportunity</li>
<li>biomesteam.biomescore</li>
<li>biomesteam.biomesislands</li>
<li>weilbyte.snapout</li>
<li>zylle.morevanillabiomes</li>
<li>unlimitedhugs.defensivepositions</li>
<li>darthsergeant.nursejob</li>
<li>funkyshit.worldedit</li>
<li>nif.vanillafences</li>
<li>lwm.deepstorage</li>
<li>sixdd.littlestorage</li>
<li>diddily.poweralerts</li>
<li>targhetti.showdrafteesweapon</li>
<li>luizi.vwr</li>
<li>insertkey.itemlistselector</li>
<li>falconne.bwm</li>
<li>sf.more.steel.from.slag</li>
<li>sandy.rpgstyleinventory</li>
<li>frozensnowfox.complexjobs</li>
<li>sirkota.inventorytab</li>
<li>brrainz.achtung</li>
<li>brrainz.reversecommands</li>
<li>factioncontrol.kv.rw</li>
<li>jaxe.pawnrules</li>
<li>doctorvangogh.modswitch</li>
<li>5katz.commschat</li>
<li>uuugggg.sharetheload</li>
<li>haplo.miscellaneous.training</li>
<li>uuugggg.replacestuff</li>
<li>murmur.walllight</li>
<li>storage.search.rsa</li>
<li>petetimessix.simplesidearms</li>
<li>jaxe.toggleharvest</li>
<li>hatti.qualitybuilder</li>
<li>proxyer.smallshelf</li>
<li>kapitanoczywisty.changemapedge</li>
<li>automatic.gunplay</li>
<li>syrchalis.lightradius</li>
<li>varisha.extendedinspectdata</li>
<li>bob.draggablecornerss</li>
<li>dubwise.dubsmintmenus</li>
<li>neceros.badcanbegood</li>
<li>fluffy.modmanager</li>
<li>sarg.smartspeed</li>
<li>fluffy.blueprints</li>
<li>dylan.animalgear</li>
<li>dylan.animalgearbasic</li>
<li>savestoragesettings.kv.rw</li>
<li>arandomkiwi.rimsaves</li>
<li>fluffy.medicaltab</li>
<li>acruid.repairbench</li>
<li>yuno.shieldupdate</li>
<li>factions.factionszzz</li>
<li>syrchalis.moreslaves</li>
<li>moloy559.moloytraits</li>
<li>mlie.runandhide</li>
<li>rikiki.miningco.powerfist</li>
<li>thegoofyone.glowingambrosia</li>
<li>natbob1.moregraphs</li>
<li>supes.powerlogic.core</li>
<li>com.yayo.combat3</li>
<li>longwater.smartstockpilecreation</li>
<li>winggar.fasterapparel</li>
<li>xeonovadan.propershotguns</li>
<li>zzz.wallvitalsmonitor</li>
<li>mlie.foodalert</li>
<li>macca.wallshelfcontinued</li>
<li>unlimitedhugs.remotetech</li>
<li>blake.standingcryptosleepcasket</li>
<li>spoonshortage.spoonshairmod</li>
<li>arandomkiwi.downforme</li>
<li>zylle.sandcastles</li>
<li>haplo.powerswitch</li>
<li>compilatron.powertab</li>
<li>dingo.deeporeidentifier</li>
<li>revolus.betterreportprobablymissingattributes</li>
<li>fed1splay.pawntargetfix</li>
<li>carbontnt.noselftame</li>
<li>supes.autoseller.core</li>
<li>mlie.lessstupidromanceattempt</li>
<li>nif.gizmobegone</li>
<li>gguake.alliesspot</li>
<li>mlie.simplymorebridges</li>
<li>tammybee.cutplantsbeforebuilding</li>
<li>configurablemaps.kv.rw</li>
<li>biomesteam.extraislands</li>
<li>dame.activecircuits</li>
<li>pathavoid.kv.rw</li>
<li>mlie.animalhusbandryraids</li>
<li>jelly.pleasehaulperishables</li>
<li>dubwise.dubsperformanceanalyzer</li>
<li>dubwise.dubsbreakmod</li>
<li>glacial.smothingworktype</li>
<li>dubwise.dubsmintminimap</li>
<li>oblitus.mylittleplanet</li>
<li>orion.xevarimhair</li>
<li>jaxe.bubbles</li>
<li>darkflame7749.jobhinhbar</li>
<li>squirtingelephant.nozzz</li>
<li>pelador.bestmix</li>
<li>jangodsoul.simpleswitch</li>
<li>giantspacehamster.moody</li>
<li>pyrce.modlist</li>
</modIds>
<modNames>
<li>Harmony</li>
<li>Core</li>
<li>HugsLib</li>
<li>JecsTools</li>
<li>Facial Stuff 1.1</li>
<li>EdB Prepare Carefully</li>
<li>Adjust Quest Chance</li>
<li>More Planning</li>
<li>Stabilize</li>
<li>Loading In Progress</li>
<li>ETRT: Room Size Tweaks</li>
<li>Grenade Fix: Rearmed</li>
<li>Blueprint Totals Tooltip</li>
<li>Underground Soil</li>
<li>Terrain Zone Selections</li>
<li>MiningCo. MiningHelmet</li>
<li>CM Color Coded Mood Bar [1.1]</li>
<li>More Trade Ships</li>
<li>More Harvest Designators!</li>
<li>Common Sense</li>
<li>Animal Tab</li>
<li>Area Unlocker</li>
<li>List Everything</li>
<li>[FSF] Growable Grass</li>
<li>Grazing Lands</li>
<li>Build From Inventory</li>
<li>OgreStack</li>
<li>Selectable Sculpture Graphic</li>
<li>ShowModDesignators</li>
<li>[1.1] No Infestation </li>
<li>Haul to Stack</li>
<li>FloraTab</li>
<li>ProgrammableVents</li>
<li>Invisible Conduits 1.1</li>
<li>Hotkeys</li>
<li>WeaponStats</li>
<li>Range Finder</li>
<li>Meals On Wheels</li>
<li>Stockpile Ranking</li>
<li>Room Food</li>
<li>Gear Up And Go</li>
<li>Predator Hunt Alert</li>
<li>[KV] Trading Spot - 1.1</li>
<li>Animals Logic</li>
<li>Smart Medicine</li>
<li>Better Pawn Control</li>
<li>What Is My Purpose</li>
<li>RimSearch</li>
<li>More Filters</li>
<li>DontBlockDoorMod[1.0][1.1]</li>
<li>1.1 - Imprisonment On The Go! (Make Pawns Prisoners Without Beds)</li>
<li>Stackable Chunks</li>
<li>[FSF] No Default Shelf Storage</li>
<li>Allow Tool</li>
<li>Jobs of Opportunity (While You're Up)</li>
<li>Biomes! Core</li>
<li>Biomes! Islands</li>
<li>Snap Out!</li>
<li>More Vanilla Biomes</li>
<li>Defensive Positions</li>
<li>Nurse Job</li>
<li>WorldEdit</li>
<li>Vanilla Fences</li>
<li>LWM's Deep Storage</li>
<li>Little Storage for LWM's Deep Storage</li>
<li>Power Alerts</li>
<li>Show Draftees Weapon</li>
<li>Vanilla Weapons Retextured</li>
<li>ItemListSelector</li>
<li>Better Workbench Management</li>
<li>SF More Steel from Slag</li>
<li>RPG Style Inventory</li>
<li>[FSF] Complex Jobs</li>
<li>InventoryTab</li>
<li>Achtung!</li>
<li>Reverse Commands</li>
<li>[KV] Faction Control - 1.1</li>
<li>Pawn Rules</li>
<li>ModSwitch</li>
<li>Chatting on Comms</li>
<li>Share The Load</li>
<li>Misc. Training</li>
<li>Replace Stuff</li>
<li>Wall Light</li>
<li>Rimworld Search Agency</li>
<li>Simple sidearms</li>
<li>Toggle Harvest</li>
<li>QualityBuilder</li>
<li>[1.1] Small Shelf</li>
<li>Change map edge limit</li>
<li>Gunplay</li>
<li>[SYR] Light Radius</li>
<li>[1.1] ExtendedInspectData</li>
<li>[1.1]DraggableCorners</li>
<li>Dubs Mint Menus</li>
<li>Bad Can Be Good</li>
<li>Mod Manager</li>
<li>Smart Speed</li>
<li>Blueprints</li>
<li>Animal Gear</li>
<li>Animal Gear Basic</li>
<li>[KV] Save Storage, Outfit, Crafting, Drug, &amp; Operation Settings - 1.1</li>
<li>RimSaves</li>
<li>Medical Tab</li>
<li>Repair Workbench</li>
<li>[EC]Shields 2 - A Balanced Remake </li>
<li>More vanilla factions</li>
<li>[SYR] More Slaves</li>
<li>Moloy Traits</li>
<li>Run and Hide (Continued)</li>
<li>MiningCo. PowerFist</li>
<li>Glowing Ambrosia</li>
<li>More Graphs</li>
<li>Power Logic</li>
<li>Yayo's Combat 3</li>
<li>Quick Stockpile Creation</li>
<li>Faster Apparel</li>
<li>[XND] Proper Shotguns</li>
<li>Wall Vitals Monitor</li>
<li>Food Alert (Continued)</li>
<li>Wall Shelf (Continued)</li>
<li>Remote Tech</li>
<li>Standing Cryptopods</li>
<li>Spoons Hair Mod</li>
<li>Down For Me</li>
<li>Sand Castles</li>
<li>PowerSwitch</li>
<li>Power Tab</li>
<li>Deep Ore Identifier</li>
<li>Bug Finder: Better ReportProbablyMissingAttributes</li>
<li>PawnTargetFix</li>
<li>No Self Tame</li>
<li>Auto Seller</li>
<li>Less Stupid Romance Attempt (Continued)</li>
<li>Gizmo Begone!</li>
<li>Allies Spot</li>
<li>Simply More Bridges (Continued)</li>
<li>Cut plants before building</li>
<li>[KV] Configurable Maps - 1.1</li>
<li>Biomes! Islands: Extra Islands</li>
<li>[D] Active Circuits</li>
<li>[KV] Path Avoid - 1.1</li>
<li>Animal Husbandry Raids (Continued)</li>
<li>Please Haul Perishables</li>
<li>Dubs Performance Analyzer</li>
<li>Dubs Break Mod</li>
<li>Smoothing WorkType</li>
<li>Dubs Mint Minimap</li>
<li>My Little Planet</li>
<li>Xeva's Rimhair</li>
<li>Interaction Bubbles</li>
<li>Job In Bar</li>
<li>No ZzZ</li>
<li>Best Mix</li>
<li>[JDS] Simple Switch</li>
<li>Moody</li>
<li>Modlist</li>
</modNames>
</ModList>
Last edited by troy8558; Jun 5, 2020 @ 10:42am
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Showing 1-9 of 9 comments
Supes  [developer] Jun 5, 2020 @ 5:30pm 
this might happen if you've built a power generator (or other building that has a transmitter grid) over an existing pressure plate.

Look under any recently created generators (fastest way is to double click a near by pressure plate to select all on screen, and look for any that are hidden under something it shouldn't be) and remove that plate. then save and reload so the powergrid can be refreshed

I'll see about adding more checks for generator buildings being built on top of plates.


the thing about the input sockets, that's a simple (and common) misunderstanding of switches, if a switch is off, it shows the not connected text (even the vanilla switch will show the not connected text when off), input sockets are also a kind of switch, and will display the same behaviour and text.
troy8558 Jun 5, 2020 @ 11:36pm 
Also, my game is lagging recently i thought it was my com because its an issue i countered in late game with about 13+ colonist and 8+ animals, but i noticed when i created a new game and created a bunch of pressure sensor plates, the game starts lagging. Its not much though, jus about 40-50 pressure sensor plates and i start to notice FPS drops.

The thing is i build very few pressure sensor plates in my actual game only about 10? So its easy for me to find if theres any overlap but there isnt any.

So the thing im more concerned of actually is the lag because im lagging really hard in late game and im finding the cause of it. I just thought it might be the pressure sensor but im not very sure. However, the lag is quite wierd, when i first start the game its fine but the lag starts coming after about 40+ minutes and it starts to build up. When i go into my task manager i see that the memory usage of the computer is almost 100%, and the game becomes unplayable even at 1x speed.
Supes  [developer] Jun 6, 2020 @ 3:52pm 
your memory filling up isn't a powerlogic issue. powerlogic by itself in one of my late game colonies hovers around 700mb (at full speed for a few days)

Though by using powerlogic (power switch will also help), it has helped to highlight a memory issue in active circuits (it went from 700mb and quickly went to over a gig in a short amount of time).

active circuits will actually increase memory usage with any switch mod, or using the vanilla switch, or even with destroying and creating conduits.

I know a lot about rimworlds power system, and I'm certain he's not taking into account that every change to the powergrid discards the previous power net(s) and builds a new power net(s). and it looks like he's using a dictionary that he's only ever adding to.
troy8558 Jun 6, 2020 @ 11:34pm 
hmm that's a serious concern, okay i'll run the game without active circuits to test. And if its really the problem i'll highlight it to the author
Dametri Jun 11, 2020 @ 6:17am 
Well, I did actually take into account the fact that grids are rebuilt, and while I have a dictionary that is only added to, it's unsaved and dictionaries are by nature very lightweight. 1000 or 10000 entries are generally no more than a few KB total when the values are lightweight (like colors).

It looks like your pressure sensors tick every 176-184 ticks each, so long as a pawn is standing on them. Maybe this is enough to cause lag even after a while even if only a few bytes are stored each time? I will look at it.
Last edited by Dametri; Jun 11, 2020 @ 7:01am
Supes  [developer] Jun 13, 2020 @ 5:59am 
are you comfortable with accruing 10k dictionary entries within a few minutes (I'm not just talking about colors, but powernets aswell), it was still the right call to fix the dictionary regardless if it was the main issue or not.


I like the concept of your mod, but you still have a memory leak in active circuits.

https://www.youtube.com/watch?v=-0YiVSUo3QE
halfdan Jul 30, 2021 @ 12:29pm 
Hey @Supes
This is not related to your mod at all, I'm just trying to troubleshoot my save:

I'm having a similar issue `Tried to register trasmitter Battery668702 at (82, 0, 98), but there is already a power net here. There can't be two transmitters on the same cell.`

I get this error and the screen fades goes black. I've managed to get the save back to a better point, which I did by deleting every Battery, Conduit and Switch from the save by savegame editing. It seems though that this does not encapsulate the entirety of how the powernet is represented in the save. Do you know what XML entities I would need to remove in order to get the power net completely gone and reset from my save?
Supes  [developer] Aug 3, 2021 @ 7:30pm 
the powernet is rebuilt every time the game is loaded. So there's no way to know which buildings create a grid by only looking at the save file.

You would need to look at the Def files to see what building types create a grid (usually using a power comp that defines transmitsPower as true) and if you have a lot of mods, that's going to be a pain to sort through.
halfdan Aug 6, 2021 @ 3:51pm 
Ah that's interesting to know. So I had actually deleted my entire powernet then. I was able to figure out what had happened here, there was a bug in the 1.2 version of VFE Security, in the deployable barrier.

Thanks for the answer!
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