RimWorld

RimWorld

TD Enhancement Pack - Continued
111 Comments
Bones 12 Aug @ 1:55am 
Hmm ok, I'll keep digging then. Thanks for checking anyway and continuing the mods!
Meme Goddess  [author] 12 Aug @ 1:45am 
@Bones ~ I get no difference in execution time with and without the mod for TickList:Tick. The patches for that are so small that it's not surprising they're not affecting performance. As for the null reference, I think that might be a Dubs Performance Analyser problem, as it's one of their patches that is hitting the exception

@Dark Hunter ~ Yeah, it's understandable you'd get a little performance drop from it. It shouldn't be crazy though
Bones 12 Aug @ 1:10am 
I'm trying to track down TPS losses, might be having same issue @ultranationalism mentioned. Getting 50-70+% usage from Verse.TickList:Tick and only references in patches are:
TD_Enhancement_Pack.TickGrow_PlantHarvest:Postfix
TD_Enhancement_Pack.TickGrow:Postfix

Also getting this in debug log:
https://textbin.net/ghqvxgaonq

Any help/clarification would be great.
讨厌芥末 11 Aug @ 10:23pm 
卧槽,刚刚游戏进不去,二分法排查了一个下午,才发现是这个mod的问题,作者你更新了啥啊?
VitaKaninen 11 Aug @ 5:13pm 
I think that is normal. They are tools to help with planning light or building placement. They are not intended to be used all the time during normal gameplay.
Dark Hunter 11 Aug @ 5:11pm 
does anyone else get performance hits when using some of the overlays, ex. lighting overlay/tree overlay?
Malnormalulo 10 Aug @ 2:54pm 
The empty workbench alert shows up when you have the electric manager desk (but not the basic desk) from Colony Manager Redux
Meme Goddess  [author] 10 Aug @ 6:22am 
@ultranationalism ~ It shouldn't be doing that, can you send what ticks are causing that?

@shawyer ~ I'm guessing that's in RimSort, and *shrugs*
ultranationalism 10 Aug @ 3:36am 
Love the features, but with 500+ mods, this mod alone eats 60%+ CPU time in Performance Analyzer.
shawyer 9 Aug @ 12:19pm 
Thanks for the mod! Question... why do I get a "That item does not exist. It may have been removed by the author." error message when clicking on the Advanced > Workshop page menu item in the mod list?
Kenny Dave 7 Aug @ 3:33pm 
I assume this isn't this mod. But any suggestions where to look? TD_EP is the only thing named.

https://textbin.net/mor9gpocjl
Meme Goddess  [author] 1 Aug @ 8:46pm 
@Chaonic Hmm ok, I'll see what I can do to fix that
Chaonic 1 Aug @ 3:54am 
Yeah, after cancelling!
Meme Goddess  [author] 31 Jul @ 11:42pm 
@Darius Wolfe Just tested it myself, seems it might even be a performance thing. The game purposely doesn't render it if there's a menu docked there. I'll take a look at fixing it
Darius Wolfe 31 Jul @ 11:38pm 
@Meme Goddess: probably, but since the menu is covering that corner, it's hard to be sure.
Meme Goddess  [author] 31 Jul @ 10:40pm 
@Chaonic Is that only after accepting the window, or cancelling?

@Darius Wolfe As in the info goes back to the default position?
Darius Wolfe 31 Jul @ 10:22pm 
Been seeing an issue with this one; the setting that puts the mouse-over information in the upper right corner doesn't seem to work if you open any UI element; whether it be a actively opening a menu, or just clicking on any object, pawn or zone.
VitaKaninen 31 Jul @ 5:44am 
I have figured out a workaround for shuttles mid-load. Set the shuttle to be loaded. Open the dialog, and all the numbers will be doubled. Hit reset, then click cancel on the dialog window. When you open it again, it will not double count everything, and will let your continue where you left off.
Chaonic 31 Jul @ 5:22am 
I've encountered this problem before and never reported it. I guess that I should do it now.

Caravans remembering items you want to bring messes with shuttles. It also used to mess in the same way with similar vehicles in Save our Ship 2. Basically, you set an amount of any item you want to bring, leave the caravan window, reenter, now it has doubled. Repeat, now it has tripled.

I'm not 100% sure, but I believe caravans remembering the last selection of items is either vanilla now or has been for a while.

Turning off this setting fixes it. It's possible that this fix is not needed at all anymore, or needs tweaking to work with shuttles.
kyrambox 30 Jul @ 9:34am 
@Meme Goddes well, in the world of gods it is not so important. They are all perfect :)
Meme Goddess  [author] 30 Jul @ 9:26am 
@kyrambox I think you mean the goddess ^.^
kyrambox 30 Jul @ 9:11am 
@Meme Goddess Many thanks for fixing! You are the God of Rim!
Meme Goddess  [author] 29 Jul @ 9:25pm 
Issue with the Show/Hide Toggle Buttons has been fixed ^.^ Should all work now
VitaKaninen 29 Jul @ 7:35am 
Nevermind then! I thought it was from this mod.
Meme Goddess  [author] 29 Jul @ 7:32am 
@VitaKaninen I've never seen that button before, don't think it's anything to do with this mod
VitaKaninen 29 Jul @ 7:10am 
Maybe I am misunderstanding. The button in the far lower right of the screen that looks like a yellow minus. Here is what it looks like in my game: https://imgur.com/a/3YaSX1h
Meme Goddess  [author] 29 Jul @ 7:02am 
@VitaKaninen with the Show/Hide Toggle section, not the Overlays section? Because I've confirmed the issue happening with just this mod installed
VitaKaninen 29 Jul @ 6:43am 
Just to add, I have about 450 mods, and I don't have the issue where the minus button doesn't hide the rest of the buttons. It must be a conflict with another mod that I am not using.
Meme Goddess  [author] 29 Jul @ 6:08am 
@吱吱宸 Logged an issue for it and will fix it when I have time ^.^
吱吱宸 29 Jul @ 5:53am 
Same problem as @八云辉夜,The function of hiding the original button in the bottom right corner is not effective
Meme Goddess  [author] 27 Jul @ 11:58pm 
Yeah, basically what I said ^.^ Setting should only apply to Cancel button, not Accept button
VitaKaninen 27 Jul @ 11:58pm 
Caravans are different, since once you hit accept, the caravan is configured, and there is no way to add more things right in the middle of loading, unless you select a pawn and tell them to add that specific thing to the caravan. If you try to open a new dialog while the current caravan is in progress, it will be a completely new caravan, not adding to the existing one, so there is no need for it to re-select my items in this scenario.

However, if I cancel the caravan in the middle of loading and before it leaves the map, then it would be nice for it to remember what I had previously selected, but even then, if they had started to load the caravan already, a lot of the items will be unavailable until they are taken off the animals and put back into storage, unlike a drop pod. It would still be nice if it remembered what the last loadout was if I cancel a caravan before it leaves the map.
VitaKaninen 27 Jul @ 11:54pm 
For drop pods, you can keep adding things while it is being loaded, or even after they are done loading it, as long as there it room. So, once you hit accept on the dialog, it needs to forget your selection, since they are already stored by the game, and adding more items will not overwrite them.

If you hit cancel on the window before accepting, then that is where it needs to remember what you had selected.

If you hit accept on the drop pod, but then need to temporarily cancel it, such as if you loaded a pawn in there, and suddenly got raided, then it would be nice if it remembered the loadout, since it was canceled, and never completed.
VitaKaninen 27 Jul @ 11:48pm 
In the best case scenario for both drop pods and caravans:

* If you hit cancel, it needs to remember your selections and re-select them when you open the dialog again.
* If you hit accept, it needs to remember your selections, but not re-select them when you open the dialog again.
* If you cancel the drop pod or caravan, then it needs to remember your selections and re-select them when you open the dialog again.
* Once the caravan or drop pod leaves the map, then it can forget your selections, but it is also fine if it remembers them. There is always a reset button at the bottom.


In the next best case scenario:

* If you hit cancel, it needs to remember your selections and re-select them when you open the dialog again.
* If you hit accept, it needs to forget your selections, and not re-select them when you open the dialog again.
Meme Goddess  [author] 27 Jul @ 11:01pm 
@VitaKaninen I just rewatched your video, noticed that you're pressing Accept. I guess the issue is it now needs to just handle on Cancel instead?
VitaKaninen 27 Jul @ 8:06pm 
Well, that's weird...

When you only have a few items, it is not a big deal, but when you are packing lots and lots of things, it is hard to keep track of.

The other problem, is when you have it half-loaded and want to add more items, you don't know if the numbers it generates are showing what still needs to be loaded, or if they are duplicates. If you set them all to zero, and then add a few more things, does that mean that you are telling it to unload what is already in there?
Meme Goddess  [author] 27 Jul @ 8:00pm 
@VitaKaninen Hmmm ok, appreciate the video. The steps you did are identical to what I did, not sure what is causing it then O.o
VitaKaninen 27 Jul @ 7:32pm 
I have the same issue as below. Here is a clip showing it in action: https://youtu.be/WhDaI7qG410
Meme Goddess  [author] 27 Jul @ 7:11pm 
@mathan I haven't been able to replicate this. Is it possible you have another mod that has the same feature? If I have this mod disabled, or the setting turned off, then no items are added. And only 1x are added when it's enabled.
mathan 26 Jul @ 9:58am 
@Meme Goddess I have a weird issue with the option "Closing the caravan/transport pod dialog will remember the list of things to send, and opening it again will re-select them". For bulk items this feature keeps adding stuff whenever I reopen the window. I selected to ship only 50 medicine, yet now it's 100 xD. And next time it's 150 and so on. The game kind of remembers the list of goods now in vanilla, so maybe it's worth considering to deselect this feature by default. I'm not sure it was intended behavior anyway.
SwampyMcG 26 Jul @ 4:31am 
@Yuuetsu I think the wind turbine is a MinifyEverything issue. I had similar issues in 1.5 a few months back, and remember seeing in the comments it was a common issue
Meme Goddess  [author] 25 Jul @ 6:33pm 
@Yuuetsu Appreciate the bug report ^.^ I'll open an issue and get to it when I can
Yuuetsu 25 Jul @ 3:31pm 
MinifyEverything seems to have an issue with this, when I uninstall a Wind Turbine, I have often errors like this:

https://pastebin.com/raw/6TKtZBHK

I'm assuming it is trying to figure out if it needs to cut anything in the path of the Wind Turbine but since the Wind Turbine is not actually installed it errors out.
Meme Goddess  [author] 24 Jul @ 11:26am 
@Предплечье It sounds like it's meant to do that?
Hazardous 24 Jul @ 10:05am 
I feel a little foolish having waited for the original to update without realizing who made it, and the recent news. Thank you for continuing his work :HatHealth:
Предплечье 23 Jul @ 3:24am 
@Meme Goddess so I got 4 of them - Enhancement, Bug, Find and Everyone, and I think this one is in Find - most of the items in storage have their own categories and subcategories you can open or close in storage options, but when you type something to find in said storage then you can't close the subcategory with found items. For example if you type in search "mea" it will open both categories with words "meal" and "meat" and you can't close either one so you kinda have to scroll or type the full word. Not sure if it's intended or not, search option seems to force you to see them all
VitaKaninen 23 Jul @ 1:20am 
If you are using Smart Farming and have the grow zone set to not sow, it also makes the plants not grow. It is a known bug they are working on.
Meme Goddess  [author] 23 Jul @ 12:53am 
@Cochi Hmm, it's the same zone that it's creating, functionally they should be the same. Are you using any mods that affect how zones work?
Cochi 23 Jul @ 12:45am 
Plants assigned with the "Match Grow" zoning on rich soil have 0% growth for some reason, I tried on normal soil with both match and vanilla zoning and it works fine, it's just normal vanilla rich soil that does this
Meme Goddess  [author] 22 Jul @ 5:27pm 
@Предплечье Let me know if there's any issues with compatibility and I can take a look at it

@八云辉夜 Yeah, it's a known issue. It's high on my list to fix ^.^