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One thing I've noticed is that the pawns will bring resources to the build site, drop them, the game freezes, and then either hangs for a long time or crashes.
"Could not reserve Thing_Frame_RTR_SteelRoof6921364 (layer: null) for Kit for job FinishFrame (Job_18480882) A=Thing_Frame_RTR_SteelRoof6921364 (now doing job FinishFrame (Job_18480882) A=Thing_Frame_RTR_SteelRoof6921364(curToil=-1)) for maxPawns 1 and stackCount -1. Existing reserver: Alice doing job FinishFrame (Job_18478859) A=Thing_Frame_RTR_SteelRoof6921364 (toilIndex=0)
Verse.Log:Verse.Log.Warning_Patch1(String, Boolean)
Verse.AI.ReservationManager:Verse.AI.ReservationManager.LogCouldNotReserveError_Patch0(ReservationManager, Pawn, Job, LocalTargetInfo, Int32, Int32, ReservationLayerDef)
Verse.AI.ReservationManager:Verse.AI.ReservationManager.Reserve_Patch1(ReservationManager, Pawn, Job, LocalTargetInfo, Int32, Int32, ReservationLayerDef, Boolean)
Verse.AI.ReservationUtility:Reserve(Pawn, LocalTargetInfo, Job, Int32, Int32, ReservationLayerDef, Boolean)
RimWorld.JobDriver_ConstructFinishFrame:TryMakePreToilReservations(Boolean)
Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.StartJob_Patch1(Pawn_JobTracker, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch0(Pawn_JobTracker, JobCondition, Boolean, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Verse.Pawn.Tick_Patch1(Pawn)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=FinishFrame (Job_18480882) A=Thing_Frame_RTR_SteelRoof6921364
Verse.Log:Verse.Log.Warning_Patch1(String, Boolean)
Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.StartJob_Patch1(Pawn_JobTracker, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch0(Pawn_JobTracker, JobCondition, Boolean, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Verse.Pawn.Tick_Patch1(Pawn)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()"
This doesn't sound like a mod incompatibility to me but I could be wrong?
Any ideas?
Like say, building additional solar roofing, or just installing a vanometric power cell.
This performance issue does not occur with entirely separate power networks. I suspect this is either because each solar roofing tile behaves like a conduit, or because the game wasn't designed for the sheer number of individual power generating buildings that results from covering a large base with solar roofing.
If the cause is the latter, then it might be solved by increasing the size of solar generating roofs from 1x1 to 3x3 or larger, and disallowing them from overlapping.
If the cause is the former, I have no idea how to solve the issue that wouldn't involve a significant rework of how this mod works.
Edit: Did some testing, and it turns out both factors contribute to the performance issues. The fact that solar roofs act as conduits and are each an individual power generating building causes the game to hang when there's thousands of them.
I tested this by building several thousand tiles of conduits and separately, several hundred power generating buildings on a separate network. In both cases, adding onto the already large power network causes the game to hang for a noticeable amount of time, increasing with network size. The effect was more pronounced with the power generating buildings.
Not quite sure how one would rectify this.
Would it be possible to count the number of solar roofing tiles that are adjacent to each other, and then have them output power from a single building? A solar power transformer or something. That would solve the issue with them all behaving as conduits, but I have to wonder what kind of performance impact such a scheme would have.
edit: here is the actual error i keep getting. i have removed tons of the solar roof over power sources, except batteries still working on that one
Two power nets on the same cell (270, 177). First transmitters: Power conduit and Power conduit.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
RimWorld.PowerNetGrid:Notify_PowerNetCreated (RimWorld.PowerNet)
RimWorld.PowerNetManager:RegisterPowerNet (RimWorld.PowerNet)
RimWorld.PowerNetManager:TryCreateNetAt (Verse.IntVec3)
RimWorld.PowerNetManager:UpdatePowerNetsAndConnections_First ()
(wrapper dynamic-method) Verse.Map:Verse.Map.FinalizeInit_Patch2 (Verse.Map)
Verse.Map:FinalizeLoading ()
(wrapper dynamic-method) Verse.Game:Verse.Game.LoadGame_Patch1 (Verse.Game)
(wrapper dynamic-method) Verse.SavedGameLoaderNow:Verse.SavedGameLoaderNow.LoadGameFromSaveFileNow_Patch1 (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()