RimWorld

RimWorld

Humanoid Alien Races
5,392 Comments
kittyshusky 22 Oct @ 4:14am 
@DanZinagri I changed my load order for some performance mods, added several new mods (not race mods), and removed some of mods including race mods (Kiiro + wolfein + moetl) and tick-heavy mods (Rim of Magic, Alpha Gene).

I did go back and see if those race mods are the culprit, but the results are really unpredictable as you say - sometime it spikes and sometime it doesn't, sometime the HAR need post fix spikes, sometimes it's the vanilla pawn need that spikes, and sometime it's the world map pawn tick that spikes (all up to ~200ms per tick which is crazy). I suspect its a complex mod conflict across several mods, but I don't really have the time to pinpoint it. As of now I am sticking with HAR + Cindergarden and it works fine.
SMercisk 18 Oct @ 8:34pm 
Sorry, I was not expectign you to reply so fast! I spawned a ton new pawns and didn't see any of my PawnBio characters and I got worried that maybe I am doing something wrong. My characters do appear in vanilla pool section but I just haven't seen them at all...
erdelf  [author] 18 Oct @ 8:21pm 
uh.. I add them to the vanilla pool of PawnBios, so.. hard to honestly ^^
The criteria is general via backstory tags. so if you use a unique one you can quickly check.
DanZinagri 18 Oct @ 6:19am 
I've experienced the hitching as well, but haven't found any sort of logic behind it. I can go hours without it happening, or within 10 minutes after loading it occurs. I did see one of the performance optimizers put together a "unpatcher" for specifically that method, but i'm dubious if its really the culprit either way.

I am curious @kittyshusky by "change my mod list" do you mean you changed load order or dropped a specific HAR race? I'm specifically curious if one of the HAR races i'm running is the real culprit here.
kittyshusky 17 Oct @ 6:36am 
@kanid99 1st rule of DPA: Don't go to other mods complaining about something you found in DPA. Not cool.
I have also being experiencing tick time spikes from the same call just like you, but the spikes disappeared when I changed my mod list (while keeping HAR), so its not HAR's fault. Check your race mods or mods that add logic or hediff related to needs.
erdelf  [author] 17 Oct @ 5:37am 
And this is why the analyzer is crap.
Not even the people on dubs call for NeedLevelPostfix... so probably not. Not that they would tell me.

Entirely unclear to me what the analyzer even told you, or how it lead you to the conclusion... or why it thought that would be helpful.
In theory it could be an extremely heavy race mod that does some heavy calculations there for some reason.. yet I doubt it.

You mention pausing momentarily... what do you mean exactly by that ? Do you mean it actually pauses? If so that has little to do with any race mod by itself.
If you mean hitching.. does it happen consistently ? is it regularly or when something happens ?
kanid99 16 Oct @ 6:38pm 
Ive noticed recently that my game will start hitching (that is, pausing momentarily here and there) and when I used Dubs Performance Analyzer, it showed the culprit as "AlienRace.HarmonyPatches:NeedLevelPostfix" - Im assuming some mod is using HAR incorrectly? Or is this a known bug with HAR currently ?
erdelf  [author] 16 Oct @ 10:00am 
no premade races. I figured nobody would want that ^^
Tentakuru 16 Oct @ 8:38am 
Does this mod come with any premade races I can use, or is it only a mod for creating races?
jetblade545 29 Sep @ 3:41pm 
Ah, thanks @erdelf
erdelf  [author] 28 Sep @ 11:54pm 
Vanilla Races Expanded doesn't have any races, so it doesn't really matter.
jetblade545 28 Sep @ 8:07pm 
I know this needs to be loaded before the race mods but would it matter if i load Vanilla Races Expanded races before or after?
gen.mlg564 17 Sep @ 7:53pm 
for me with other xenotypes i get no heads for most of my probloms and i did not get this when this mod was just for 1.5 idk why it bug now but it did not bug when i play 1.5 with this mod and other xenotypes
erdelf  [author] 16 Sep @ 8:49pm 
you got it the other way around. xenotypes generate on races.. and race authors have free control over what type of genes and xenotypes to allow.
Aura 16 Sep @ 6:20pm 
Is there any way to restrict HAR races to only generate on baseliners to avoid conflicts with Xenotypes that add graphics like noses/ears/horns?
erdelf  [author] 12 Sep @ 7:13pm 
the star wars xenotype mod is the only one I'm aware of.
Lydovexer 12 Sep @ 12:14pm 
I was getting the same tattoo invisible pawn issue earlier too, but I just re-enabled this mod and now it's not reproducing. Not sure if its totally fixed or not, but perhaps that means the root cause was a separate mod that has since been updated? No clue which one it would be though.
erdelf  [author] 11 Sep @ 8:44pm 
you haven't mentioned your issue yet.
gen.mlg564 11 Sep @ 8:21pm 
cuse i use alot of mods and this mod with race mod that add other one with biotech
gen.mlg564 11 Sep @ 8:09pm 
it never happen when it was just 1.5 so what you update did it
erdelf  [author] 8 Sep @ 10:19am 
a full log would help. Your excerpt doesn't say a whole lot.

HAR is fully compatible with 1.6.
Given Minify Everything is also my mod, I do have them both loaded regularly without issues.

Without a full log I can't even begin to wonder what your errors could be from.
OAO 8 Sep @ 4:48am 
Hi !

Thanks for making and maintaining Humanoid Alien Races — it’s an awesome mod that a lot of players rely on.

While playing RimWorld 1.6, I noticed some errors in the output log related to HAR:

PawnKindDef.<ConfigErrors>d__156.MoveNext: TRANS: AlienRace.HarmonyPatches.BodyReferenceTranspiler
VerbProperties.<ConfigErrors>d__162.MoveNext: TRANS: AlienRace.HarmonyPatches.BodyReferenceTranspiler
ThingDef.<ConfigErrors>d__401.MoveNext: TRANS: AlienRace.HarmonyPatches.BodyReferenceTranspiler

It seems these errors come from the Harmony patches used by HAR and might be triggered when used alongside MinifyEverything. The game still runs, but the errors fill up the log and could cause minor issues.

Do you know if there’s a version of HAR fully compatible with RimWorld 1.6, or any recommended steps to avoid these errors?

Thanks a lot for your time and for all the work you put into this mod!
erdelf  [author] 7 Sep @ 11:46pm 
.. what are you even talking about ?
the only recent issue was about a different mod conflicting.
cactus angel 7 Sep @ 6:48pm 
bet some other mod i got will just do the same thing
cactus angel 7 Sep @ 6:48pm 
sorry bro i'm just using your earlier commit i don't trust u no more
erdelf  [author] 7 Sep @ 1:31pm 
well some races do have specific genes they have by nature
kittyshusky 7 Sep @ 8:12am 
Just curious, is there a way to modify the race in-game or in save files without changing the pawn's genes to the corresponding race? I tried a few options in the developer's mode, but somehow changing the race would automatically force the corresponding set of genes to appear on the pawn.
gen.mlg564 5 Sep @ 2:18pm 
Does this mod have some error with the some Xenotype mods? for 1.5 or just me
erdelf  [author] 5 Sep @ 3:19am 
the tattoo issue with the Star Wars mod should be fixed on their side.
Gr13nSl1me 4 Sep @ 11:47pm 
@garra30 - I use grimworld and I’ve not encountered any tattoo issues, so may be a mod clash?
erdelf  [author] 4 Sep @ 3:19pm 
then I would need a log.
garra30 4 Sep @ 2:45pm 
getting invisible tattoos without using any star wars mod. only major overhaul i use is grimworld
Pkingtiger 4 Sep @ 1:23pm 
@Mike XD if the problem is the same as with SWX, uninstalling should work even midgame
Gr13nSl1me 4 Sep @ 10:07am 
I think Mike XD below mentioned it may also be affecting Wasters from VFE.
erdelf  [author] 4 Sep @ 9:56am 
not at all.
it only affects mods that change the code for tattoos which to my knowledge is only clashing with the mentioned star wars xenotype mod.
Gr13nSl1me 4 Sep @ 4:36am 
@Mike XD - I suspect it will affect any race mod that includes tattoos on bodies.
Mike XD 4 Sep @ 3:33am 
@pkingtiger

I have the same mod installed, however Wasters from VFE also have the same issue? do you think uninstalling will help those?
Gr13nSl1me 4 Sep @ 2:48am 
@erdelf, are you suspecting this will affect any mod that includes body tattoos?
Pkingtiger 4 Sep @ 1:36am 
Yup, I can confirm is Star Wars Xenotypes, just uninstalling it fixes the issue
Gr13nSl1me 4 Sep @ 1:24am 
Star Wars Xenotypes is the one.
Pkingtiger 4 Sep @ 12:17am 
also, after looking at my player.log, this is the most common error (has like 2000 lines)

Root level exception in Update(): System.TypeInitializationException: The type initializer for 'TattooColorOverride.TattooColorOverride' threw an exception. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: Label #9 is not marked in method `RimWorld.TattooDef.GraphicFor_Patch3'
[Ref BF606C78] Duplicate stacktrace, see ref for original
--- End of inner exception stack trace ---
[Ref A1505632] Duplicate stacktrace, see ref for original
--- End of inner exception stack trace ---
Pkingtiger 4 Sep @ 12:15am 
do you know which star wars mod is? maybe I have it on my modlist
erdelf  [author] 3 Sep @ 11:53pm 
from what I gather...
some Star Wars mod is adjusting the same thing as HAR, and needs an update.
Pkingtiger 3 Sep @ 11:51pm 
sorry, I'm kinda new to rimworld modding and because I don't know where to find the log (I suppose is Player.log) at least I report this bug
erdelf  [author] 3 Sep @ 11:44pm 
so many people complaining.. and not one log.
Cook1981 3 Sep @ 8:41pm 
I also got invisible pawns.
.Strawberry 3 Sep @ 12:33pm 
im the same all my pawns are invisible
Super_Kawaii 3 Sep @ 12:26pm 
i'm having all pawns with tattoo's being invisible too. ;c