RimWorld

RimWorld

RuntimeGC
Can you define unnecessary world paws?
what qualifies?
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Showing 1-11 of 11 comments
Saebbi May 19, 2018 @ 4:00am 
Obviously not dev, but i'd guess it's everyone who's neither on the current map, nor a faction leader or a family member of a person currently on the map.
user19990313  [developer] Jul 5, 2018 @ 7:41am 
Sorry I missed the topic. Any pawn (the legless, armless round humanlike/animallike/mechanoid creature XD) may become a World Pawn once he/she/it:
-Left a map (Walk, pass by, flee, caravan departure, etc.)
-Simply died (pawnsDead)
-Had a corpse, then the corpse is destroyed (pawnsDead)
-Was kidnapped, sold, etc.
-Was a target of a World Quest (eg. Immobilized prisoner)
-Was a faction leader
-Was a pawn of a localized population-enrichment quest (Generally those who suddenly show a window asking for shelter, and you refused because that character is incapable of anything)
-Was flying in a transport pod
-Even more situations, and the pawn is not shown or stashed(buried, cyrosleeped) in a map.

And don't worry when you click "Clean WorldPawn" button, because any possible situations are considered, and your colonists, your caravan and your transport pod will be guaranteed safe. World Pawns appeared in used Tales will be kept, and other key figures are kept as well, anything runs as usual regardless of the time you clicked the clean button.

However, you may find the size of your save file can be reduced to 50% after cleaning world pawns (depends on the length of this gamepley, so 10 gameyear saves can be instantly revived while cleaning immediately after crash landing does not make too much difference)

WorldPawn records almost every creatures ever appeared in game, which may be used for character generation and to make the world more lively. But it is unnecessary and redundant for most of the time, and keeps your memory occupied and FPS low. Remember to clean world pawns periodcally as they will always slowly accumulate.


Should you have questions, feel free to ask me under this topic.
Fantasy System Jul 5, 2018 @ 3:54pm 
Thank you for the clarification
K'Braid Jul 21, 2019 @ 6:27am 
so if i made some pawns using prepare carefully but did not include them in the colony with the intent of eventually meeting them in the world, will they be deleted?
Holy Snail Aug 22, 2019 @ 7:05pm 
^^ Probably, if I understand what he's saying right...
Savoyard Sep 23, 2019 @ 7:23pm 
I lost my colonists dead parents after running this (so now they're no longer siblings, because the game only defines that relationship by the parents). I'd like to know how to prevent that in the future. There's a "story relevance" stat in the XML in the save files - is there something that I could set it to to keep this from happening in the future?
Last edited by Savoyard; Sep 24, 2019 @ 7:48am
user19990313  [developer] Sep 23, 2019 @ 8:30pm 
Originally posted by Savoyard:
I lost my colonists off-map (dead) parents after running this (so now they're no longer siblings, because the game only defines that relationship by the parents). I'd like to know how to prevent that in the future. There's a "story relevance" stat in the XML in the save files - is there something that I could set it to to keep this from happening in the future?
But RuntimeGC will recognize parents and siblings and keep them... As long as they're within 2 levels of relationship.
Savoyard Sep 24, 2019 @ 8:16am 
I'm not sure what to say - looking in the save file, the only thing remaining of the parents are 'Tale SinglePawnAndThing' entries of their children/grandchildren visiting their now-empty graves. They don't have an id number any more, and all dependent relationships are broken.

I tried to reproduce this with other colonists, and unlike with the progenitors who began the story dead, once-living colonists don't disappear from their graves (even with the 'Remove Corpses from Current Map' command I'd never used before) or from the Tales.

The only remaining possibility I can think of is "No More Random Relations" stripped the relationship status, removing Runtime GC's reason to protect them.
Last edited by Savoyard; Sep 24, 2019 @ 8:33am
BlueTressym Jan 9, 2020 @ 8:08pm 
is there any way to make this cleanup a bit less draconian or more selective? i like the idea but it keeps deleting visitors my pawns have interacted with and that I want to meet again. Even just having the option to only delete dead pawns and keep living ones would be something, or to delete only ones that aren't friends with any of your colonists.

This is my only complaint about a mod that I otherwise love but my game is lagging horribly in part because I have about 800+ 'unnecessary pawns' and I know that if I 'remove' them it will throw out the baby with the bathwater. :(

Please give us the ability to fine-tune this function.
Galla Jan 14, 2020 @ 4:27am 
Yeah BlueTressym is right, I want to be able to see some people again I don't want them to disappear the second they leave. Maybe the ability to make an NPC a 'Figure of importance' to save them is a good shout.
BlueTressym Jan 14, 2020 @ 7:52am 
@Galla, that sounds like a good idea if it can be done.

@user19990313 could a tag of some kind be added that effectively says' Do Not Remove'?
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