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Should be fixed now, was missing a "ref", so the deterioration was never actually prevented, it just said it was.
Thanks, I'll see if I can find what's gone wrong.
@feeder, is it dropped items that are acting up for you as well?
I'll take a look at it and see if I can work out what's going on. I can't off the top of my head see why dropped items should act differently, once they are on the map they are just another item on the ground, and should be covered, especially if the timer shows up.
If so, does the item take deterioration damage during that time? Once the time is up, the message should change to the normal Deteriorating and deteriorate normally.
But that didn't stop me from doing an optimization! So in many scenarios, for example if there are a lot of rocks and trees about, I've now cut the processing time in half.
take my
and the change too
balsam for my OCD soul...
Today has been a day of learning.
Should play nicer with other mods now, and with itself. There will likely be a number of errors when loading a previously saved game, null references most likely, perhaps complaints about mysteriously missing pawns, but after that things should settle down. (For some inexplicable reason the save engine thinks that when you say you don't want to save destroyed items, what you actually want to do is save a null value instead...)
After looking at it a bit, performance impact overall should be minimal, especially compared to the sinkhole that the normal deterioration checks appear to be. I am tempted to do a mod just to touch up some of the more egregious things, but I don't know how bad it actually is.
Before loading your save, go into the settings for Delayed Deterioration, set it to No delay, load the game, and then change the setting to Delay again.
It will give all deteriorating items a new delay, but it should avoid the crash.
Hopefully I'll have a new version out later today, but if the real error occurs in RimKeeper, I suspect my changes won't help.
I'm rewriting a bunch of stuff right now, though I suspect it won't help with this particular error. But with any luck my rewrite could create an even harsher mod conflict! =)
I'll take a quick look at RimKeeper and see if I can work out what's going on.
Thank you for the log!
https://gist.github.com/HugsLibRecordKeeper/c23bd8260a28d7411b495a7bc07fcb2f
If someone knows how to actually measure it, I'd be much obliged.
And yes, this has been one of my most consistent pet peeves, I am so glad I've fixed it. =)