RimWorld

RimWorld

Humanoid Alien Races
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Jailler 22 Sep, 2018 @ 3:42am
Lag Bug when selecting things in 'Form Caravan' screen
So I added Alien Races to a modded save, and the game was lagging when I tried to add colonists then add items past max mass capacity in the caravan menu. Sorry I did not get any error messages.

First noticed this when I tried to send colonists with advance bionic parts into my caravan, each colonist ticked made it freeze for like 3 seconds... (edit) which makes it hard to play with the mod with advance bionics and caravans. Note that this no impact what so ever with the trade screen I hear other people are talking about. Everything else seems to work fine. Note that i tested by only adding Alien Races Framework mod, and no other associated mod that required it. Note2, I did not have any 'Giddy up!' mod active during the testing, I read somewhere else that it caused a similar issue.

TL;DR The caravan screen lags if I go over mass capacity, send in pawns with multiple advance bionic parts (mod bionics) Cept this doesn't happen if theres absolutely nothing in the base.

***The simplest test I did
I did more testing but it sums up to: From Caravan screen lags when you add things in, starting with a colonist then items past max capacity.

Multiple mods + Alien Races
New Game > make colony full > form caravan > tick colonists > add lots of items past max mass > lagg for like ~2 seconds each item and colonist added after mass capacity
No lag if im adding items under max mass capcity.

Multiple Mods without Alien Races:
New game > make colony full > form caravan > tick colonists > max items mass capcity > add items above max capacity > add colonists to caravan > no lag anywhere

Vanila only:
New game > make colony full > form caravan > tick colonists > max items mass capcity > add items above max capacity > add colonists to caravan > no lag anywhere

Alien Races only:
New game > make colony full > form caravan > tick colonists > max items mass capcity > add items above max capacity > lag (for <1s) > add more colonists to caravan > lag (for 1-3s)
-Freezes for a sec or longer if I click during the lag
***

The other testing:
Modded game save, with Alien Races added after:
Wealthy Colony (as in with a lot of items, prisoners, animals) > world map > 'Form Caravan' > tick high value colonist with multiple advance bionics prosthetics > lag before tick registers while screen freezes for a bit > add any resource (item, prisoner, animal) > lag again each time.

Wealthy Colony > Destroy all things > spawn fresh colonists + items > world map > form caravan > tick fresh colonist > no lag > tick any resource > no lag

Start new game > unforbid all resources and stockpile them > world map > form caravan > tick colonists > tick resources > no lag anywhere

Set up new game > Prepare Crefully > Add colonists with multiple bionic implants > Start new game > unforbid all resources and stockpile them > world map > form caravan > tick colonists > no lag > tick resources > no lag

Wealthy Colony > spawn fresh colonist > world map > form caravan > tick fresh colonist > no lag > add resources > no lag

except this happened
Wealthy Colony > spawn fresh colonist > world map > form caravan > tick fresh colonist > add large volumes of vanila meat above mass capacity > lag
-There is also lag in this same case but without Alien Races, excpt its like 0.5s, compared to like 3-8 seconds of lag with Alien Races.

So I started testing meat
Wealthy Colony > world map > form caravan > tick tons of meat (20k, or 30k+) > lag

Vanila + Prepare Carefully + Alien Races:
Set up new game > Add 100,000 raw meat and lavish meals > Start New Game > Spawn 3 colonists (no bionics) > world map > form caravan > 1) tick colonists > tick all meat and food > lag (or) 2) tick all meat food > no lag > tick colonists > lag
-Same happens if at least 1 has full vanila bionics
-lag does not occur in if you don't go above max mass capacity, but 1 item past max capacity triggers lag. Tho sometimes repeated clicking also doesn't trigger the lag, so it's inconsistent.

The lag is worse in the wealthy colony than in the fresh game, or in other words, when you have tons of stuff the lag is worse.

edit1: rewording
edit2: more testing - the freeze/lag gets worse in the Form Caravan screen the more colonists i add with modded advance bionics.
edit3:
Modded Save with Alien Races added after:
Wealthy Colony > Make all colonists leave in a caravan > Destroy All Things > Return colonists to empty base > Spawn items > Form caravan > add colonists > add items > No lag

No lag, what so ever. Not from clicking cybord colonists, not from sending things above mass. There was nothing in the base cept a few things that were dropped during processing. And now im confused as to what the cause is.
edit3.5: That caravan will lag if i click on it on the world map... which now I need to test again if this also happens for Vanila + Alien Races only. This 'Click on Caravan on World map' lag also occured previously with other mods with Alien Races along side them, but I forgot to mention and test it again...

edit:4 More testing - From a modded game save + alien races added after:
Caravans with either A) advance bionics colonists or B) over max mass capacity, will lag when you initially click them on the world map, will lag each time when you select a destiation for them, and if you click teleport to destination. Ima test this on vanila.

edit 5: Mods: HugsLib, EdB Prepare Carefully, Alien Races, XXLStockpile, Glitter Tech and Extended Prosthetics (both of these have items named Advance Prosthetic Arm and Leg, which i thought was what clashed or something).
New Game > 1 Colonist with Glitter Tech prosthetics, 1 colonist with Extended prosthetics, 1 without > Sent each to an individual caravan > Ticked Colonist > Sent to destination > Teleport > No lag

So apparently it wasn't the prostheics.
Last edited by Jailler; 22 Sep, 2018 @ 6:59am
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erdelf  [developer] 22 Sep, 2018 @ 10:27am 
I sadly can't reproduce your issue by adding one colonist and adding chunks (heaviest thing in vanilla) up to having 1500 kg with mass capacity of 35.
erdelf  [developer] 26 Sep, 2018 @ 2:28am 
Locked due to inactivity
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