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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.
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.
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.
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.
I like the concept of your mod, but you still have a memory leak in active circuits.
https://www.youtube.com/watch?v=-0YiVSUo3QE
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?
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.
Thanks for the answer!