RimWorld

RimWorld

RuntimeGC [1.4] reuploaded
Did you actually change the existing issues in this 'reupload'
I haven't seen any patch-note mentioning that this version already has fixed the potential gamebreaking issue in the original version. Did you make any contact with the author to check for the reason of them removing the mod (temporarily) from the Workshop? Otherwise I would find it strange to re-host something that was most likely pulled for a very good reason. To a degree I'd argue that this is done with malicious attempt to have more people running into the issues at hand...

I find this REALLY weird to be honest.
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Showing 1-8 of 8 comments
firedragonmc  [developer] 11 Mar, 2023 @ 3:35am 
There's no changes. I'm not aware of any game breaking bugs, although I can try to fix them or at least add a warning if you'd like to elaborate on the issue.
That's... not good...

I would really recommend getting in touch with the og-author to double-check their reasoning. From my own troubleshoots on Reddit & Discord I can at the very least confirm that there were recent issues with RuntimeGC culling important world-pawns (what was always an issue in itself though) in combination with VFE:Empire, Altered Carbon & potentially the new Android Tiers. In the latter case, it seems to do even worse - the other two cases are to be expected interactions, since those mods make additional use of some worldpawns & their deep-saved aspects.

That's why I would recommend getting in touch with the author before re-hosting the mod - because from what we can tell 'from here' it's likely that the pull was on full purpose, because some recent mod-releases increased the already existing issues and it was finally reaching their treshold.

In addition; the mod itself isn't needed today to begin with. Like 95% of features are in vanilla already - and like 60% of them have long-standing incompatibilities & issues with a slew of other mods. And basically the ONLY feature RuntimeGC is actually usefull these days, is something most users didn't make use of anyways. They just kept it around in their lists because they have it for years - including all the potential issues it can cause over time.

If this wouldn't be a case of a mostly unnecessary mod with ALSO bad side effects, that wouldn't be worth arguing - but in this particular one you REALLY should look into things before deciding to basically re-animate something that was potentially brought to death for a good reason by its creator...
Last edited by tide{S}haper industries; 11 Mar, 2023 @ 4:00am
Trace Projectile 11 Mar, 2023 @ 7:15am 
Well at least not knowing the issue is better than the last maintainer who knew perfectly well but deleted comments mentioning it to keep getting sweet Steam awards.
Trinity 11 Mar, 2023 @ 9:23am 
Originally posted by Trace Projectile:
Well at least not knowing the issue is better than the last maintainer who knew perfectly well but deleted comments mentioning it to keep getting sweet Steam awards.

Not sure what you mean bud, I never deleted comments, I just don't have time to sit down and finish the rewrite because y'know work, life, kids etc.

The whole thing requires a complete rewrite, like everything rewrite - the trouble with mods like this is that 99% of people didn't post logs - firedragonmc is more than welcome to continue this and i'll wish them the best of luck.

I updated the mod to early revisions of 1.4, I haven't played Rimworld for quite some time now and loading up my developer copy (partial rewrite) wasn't playing well and i decided it was time to kill the mod.

Plenty of other performance mods recommended on Discord and Reddit that can do just fine functionally.

Either way, enjoy using this mod and i hope it will continue to provide some functionality to those who aren't abusing the ♥♥♥♥ out of world clean etc.
Midriff-chan 11 Mar, 2023 @ 1:40pm 
Originally posted by Waveshaper:
If this wouldn't be a case of a mostly unnecessary mod with ALSO bad side effects, that wouldn't be worth arguing - but in this particular one you REALLY should look into things before deciding to basically re-animate something that was potentially brought to death for a good reason by its creator...
I don't know what game-breaking issues are you talking about. I've been using it for years with long mod lists and I've never had any problems. In fact, Rocketman gives me more problems than RuntimeGC.

Originally posted by Trinity:
Either way, enjoy using this mod and i hope it will continue to provide some functionality to those who aren't abusing the ♥♥♥♥ out of world clean etc.
I mostly use it for the world pawn cleanup, the close all letters and the manual GC features. They really do help make Rimworld faster and more enjoyable, and closing all letters is a must have if you use Achtung, which will spam your letter tray when all your pawns are done with their job.
Alu 11 Mar, 2023 @ 1:50pm 
Originally posted by HUEnsokyo:
Originally posted by Waveshaper:
If this wouldn't be a case of a mostly unnecessary mod with ALSO bad side effects, that wouldn't be worth arguing - but in this particular one you REALLY should look into things before deciding to basically re-animate something that was potentially brought to death for a good reason by its creator...
I don't know what game-breaking issues are you talking about. I've been using it for years with long mod lists and I've never had any problems. In fact, Rocketman gives me more problems than RuntimeGC.

Originally posted by Trinity:
Either way, enjoy using this mod and i hope it will continue to provide some functionality to those who aren't abusing the ♥♥♥♥ out of world clean etc.
I mostly use it for the world pawn cleanup, the close all letters and the manual GC features. They really do help make Rimworld faster and more enjoyable, and closing all letters is a must have if you use Achtung, which will spam your letter tray when all your pawns are done with their job.
world pawn removal is a hammer and can completely delete important pawns to your save
its been a long known issue
for fun reference android tiers stores colonist in skymind core
runtime gc deletes these stored colonist
they are not stored as world pawns butit still deletes them
it also deletes the empires royals from ve empire which NEED to be stored as world pawns
there has also been several reported cases of it just outright deleting a colonist when they werent on map
You REALLY want to argue that after the previous modder running RuntimeGC outright stated that - quote; "The whole thing requires a complete rewrite" & "...it was time to kill the mod."

You have to be some special kind of person, seriously. *smh*


> I've never had any problems

...is within us troubleshooters also known as an equivalent for; "I never realized..."
Normal69 21 Nov, 2023 @ 6:17am 
Embrace your weird, Tide! :)
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