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There are no errors or log entries produced by this issue in dev mode.
STEPS TO REPRODUCE
(using linked save)
1. Make Humanoid Alien Races 2.0 active in mod list, include all requirements for it.
2. Load save.
3. Go to World.
4. Select colony tile and select "Form Caravan".
5. In caravan UI, select all pawns.
6. Try to add items like food.
Result:
You will see the UI hangs on every click until pawns are deselected or days of food is no longer "Unlimited".
The save file contains 10 controllable colonist pawns. Pawns in the save file have all 20s in all skills.
I do not know the relationship between pawn skills and this bug, but having low skill pawns does not cause it so much?
OK hope this is enough info.
While it is slightly annoying, it obviously isn't as bad as you describe. Do you have any additional info ?
10 colonists having all 20s in the caravan should make the UI lag significant I think.
Normally there is many Paraceratheriums from Megafauna on the caravans. Adding first or last does not matter for me. When food reaches "unlimited", UI becomes very unresponsive tho only while this mod is installed.
Thank you tho for ideas to try! Others maybe will find success if they read this.
The CanEverEat patch seems to be to blame - the vanilla function just does a bitwise check on pawn food preference vs food type, HARF seems to do some fairly involved data manipulation instead, even for vanilla races that have just a <foodType> def, and neither a <foodList> block or a <onlyEatRaceRestrictedFood> restriction.
And it's definitely the cause for me, Dubs Performance Analyzer showed it as the culprit of the long frame times in caravan menu, and removing just HAR from my modlist fixed the issue for me.
I added some logging and apparently RaceProperties.CanEverEat gets called on "virtual" items generated by what I think is a simulation of foraged food inventory.
It will get called only for actual caravan inventory when pawns are not self-sufficient, but can get called an arbitrary amount of times for pawns with with high Plants skill, I get thousands+ of calls for RawBerries when adding a farmer to the caravan and the amount of times it gets called is proprotional to the caravan's foraging power vs food consumption.
Seems to be connected to good foragers going with me, at least I now know to have negative food caravans to avoid lag, if there is no fix.
On my end, the caravans only have baseline humans, so there are no extraneous races to check for food availability. The bug, as stated by others, happen only when food availability becomes unlimited due to high foraging skills.
Also, from what I could understand from this report, the problem could derive from the RaceProperties.CanEverEat getting called thousands of times, every time you add or remove a pawn/creature from the caravan. On a slow computer and with mods that add more food (VPG Garden, Vanilla Extended, Rimbees), it seems algorithm complexity could increase exponentially if the function does not merely perform linear calculations.
It is not exactly game breaking, though. Anyway, if you deem it worthy of investigation and if I can help you with that in any way, just let me know!
An Alternative Workaround a normal player can do is to untick the "Automatically Add Supplies" Tickbox BEFORE selecting which pawns go on the trip. This will mean you will need to manually adjust supplies for the food/medicine/etc but it will not lag.
Additional Information: The Reason the OP says it's this mod is because he obviously had no idea what a "Framework" is, which is what this mod represents. A "Framework" is a mod loaded in order to allow functionality in other submods that may or may not be by the same creator. HAR is a framework in that it adds no content of its own, instead enabling the usage of alternative races by modding. IF this is a HAR Issue, then it is also true it is a Giddy Up Issue, as well as several other effected mods with special pawn that do not rely on HAR. It's a problem with the base game because it involves the process by which the game handles modded content to begin with.