RimWorld

RimWorld

Rim73 - Performance and Optimisations
Ghost_Rolly  [developer] 17 Aug, 2021 @ 1:17am
[Rim73] Bugs report
Hi there,

You've been using the mod and like the performance gains, the few FPS here and there but one big problem, you've casted a spell and nothing happened or a slave started dancing left and right. Now that doesn't seem right does it? That's probably because you've encountered a bug, those nasty bugs...

Well it's no big deal, just write a message here or open a new discussion and tag it as [Bug], I will have a take a look at it!
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Showing 1-15 of 62 comments
Egalexandr 17 Aug, 2021 @ 8:27am 
uninterrupted mineral scans(till pawn is down), drilling(same), wedding not ends up as intended. Mentioned bugs happened on existing save. But if work optimization is disabled, everything seems fine.
Voxupnine 17 Aug, 2021 @ 8:31am 
Hi Ghost_Rolly, there seems to be a bug where colonists get stuck to ground-penetrating scanner until they are exhausted like previous drilling issue
I see almost no bugs else there. Great work!
Ghost_Rolly  [developer] 18 Aug, 2021 @ 1:38am 
Guys I just made a rudimentary Discord for the mod! You can access it here :
https://discord.gg/hssU5DHF
Ghost_Rolly  [developer] 18 Aug, 2021 @ 1:40am 
I've taken a look at the uninterrupted jobs, I'm gonna be adding some checks for this special case, I've already added for Deep drilling (they should be forced to look for another job when Sleeping and/or Eating drops below 33% in case the NewJob scan didn't trigger)
idk if it's intended or an unwanted side effect:
removing roofs is taking way longer. Pawns just stand there a long time after they finished their current tile, before starting the next tile.

same is probably true for any other job that is completed this quickly.

can you exempt the construction/deconstruction of roofs from your optimizations? otherwise maybe exempt jobs that take less time than your optimized tick rates?

edit: nvm, turning off job optimizations fixed it.
Last edited by MAD 🆅🅰🅻🆅🅴; 18 Aug, 2021 @ 11:45am
Ghost_Rolly  [developer] 19 Aug, 2021 @ 1:54am 
Originally posted by MAD 🆅🅰🅻🆅🅴:
idk if it's intended or an unwanted side effect:
removing roofs is taking way longer. Pawns just stand there a long time after they finished their current tile, before starting the next tile.

same is probably true for any other job that is completed this quickly.

can you exempt the construction/deconstruction of roofs from your optimizations? otherwise maybe exempt jobs that take less time than your optimized tick rates?

edit: nvm, turning off job optimizations fixed it.

I thought I fixed that part, the pawns used to stand there after completing a job but now I've forced them to look for another right after they completed one. I'll have to take a look into this.
salt_babe 19 Aug, 2021 @ 2:49am 
I noticed that creature bleed out timer didn't match the actual time.
It's probably because of the Pawn_HealthTick that delay bleeding.
When I turned the Hediffs adjustment off then it's working again.
Nice mod by the way, keep it up!
Last edited by salt_babe; 19 Aug, 2021 @ 2:50am
Egalexandr 19 Aug, 2021 @ 10:12am 
hospitality guests stopping activities on 'social relaxing' just stay till down as usual and bug end up on disable work optimization
z3rO 19 Aug, 2021 @ 12:49pm 
It seems like the mod breaks Psyhic Harmonizer completely. The mood buff just doesn't seem to appear. I disable the mod, it appears, I enable the mod, it stays there for some time, then dissapears again.

Couldn't pinpoint when, exactly.
Last edited by z3rO; 19 Aug, 2021 @ 12:49pm
沙坡村大师 19 Aug, 2021 @ 3:37pm 
I constantly get error logs of "10 jobs in 10 ticks" when a pawn trying to clear snow during a snow, and hospitality guests stuck on the map after the visit until they die from starvation.
emmy swiff 20 Aug, 2021 @ 7:52am 
I have found a bug: any pawns that are incapacitated and trying to rest do not recover their "rest" bar and are perpetually stuck in their state. I can provide a RimPy mod list here, sadly it is quite extensive, although most of it is made up of the Vanilla Expanded and other irrelevant things that don't touch pawn behaviours.
https://pastebin.com/DSE0pLah
ululu 20 Aug, 2021 @ 11:51pm 
Significant compatibility issue with Vanilla Events Expanded: If Hediff Optimizations are enabled, joining traitors take FOREVER to betray the player. This is due to the traitor behavior being handled as a hidden hediff, with a counter for how many ticks remain before they turn. The Hediff Optimizations cause this tick counter to run extremely slowly; traitor timers that are intended to last up to an in-game week can end up taking years or decades instead.
Scorpio 21 Aug, 2021 @ 12:50am 
this mod breaks marriage ceremony's
Pers 22 Aug, 2021 @ 5:06am 
Preemptive Strike (Fork)
Continue reconnaissance until it collapses
Król Artem 22 Aug, 2021 @ 7:44am 
this mod broke pregnancy in RJW.. no error log though, not that i could find
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