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报告翻译问题
Please put that in the mod name or description.
2. Also affects Unturned3 hosts: https://github.com/ivmai/bdwgc/issues/334
3. And the Oxyde/umod community: https://umod.org/community/rust/23870-linux-server-crashing-with-caught-fatal-signal
All from 2020-10 (earliest mention I found) onwards.
Will wait before crying victory but no more crash for 24h is already big. It's been ages all my colonies ended up crashing.
- Original mods pack, causing the 'nmap' crash *after* 4 IG years:
https://gist.github.com/13b9b04d6752632d19e70510c3a3ab5e
- Current mods pack having the same game/campagin running just fine: https://gist.github.com/b0555f768f4a95d1e16fc4768a6a097e But I'm not yet done testing all my mods (still a dozen atm).
Am asking as my own campaign was perfectly stable for ~6 weeks before the game crashed once. And even then it only crashed a few times during weeks, before becoming fully unplayable last Sunday (crash crash crash ...).
I opened a bug report on https://ludeon.com/forums/index.php?topic=55734.msg492884#msg492884 . Not that I have high hopes it'll get any coverage but hey!
Also I'm getting some harmony exceptions for What The Hack, as seen in the log, however they don't cause any crashes yet
giantspacehamster.moody is also broken in my Rimworld, however author seems to already know about issues
This is the same behavior as on 1.2 when not using this mod.
Log: https://pastebin.com/2r6fpHrm
Seems like it's GenerateMap_Patch0
If you are crashing, there must be some other issue with Harmony. It'd be helpful if you can gather which mod cause issues.
I looked at RangeFinder source code and it is seemingly harmless, I don't see where it could be crashing, there is no "in console open" event.
seems like only VFE mechanoids caused the problem and I've been doing 'mod light' anyway to try out all the ideology features as vanilla as I can stand so I removed it. I know gastronomy caused the same issue on 1.2 but it hasn't been updated yet so no worries on that front either.
Running the game with proton isn't an ideal solution especially since rimworld *is* native. I might look to see what it would take to update this to 1.3 when I have some spare time (assuming the author isn't already).
If anyone has suggestions I'd appreciate it.
this mod is forcing methods to be actually compiled even if empty, but they still have almost 0 memory space. This is fine if the Harmony patch is simple, but fails if the Harmony patch needs to use the local variables?
Don't know if that helps; thanks for the work with this :)