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https://gist.github.com/HugsLibRecordKeeper/88b9aac68fcd33c2ecccd097592e149d
"hi there me again, I took a LONG brake from rimworld and recently came back. I've tried running my modlsit again and I'm getting that same VS_SettlementDefeatUtility_checkDefeated:Prefix from earlier. However its not as bad as my previous post. probably just needs a patch if possible.". -Birdinmotion
https://gist.github.com/HugsLibRecordKeeper/4f606aed998cb9f2a91ddd8ec615cd87
Exception processing alert RimWorld.Alert_TimedMakeFactionHostile: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
Error drawing planet layer WorldLayer WorldDrawLayer_WorldObjects_NonExpandable: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
Exception while saving RimWorld.Planet.WorldObjectsHolder: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
Getting next unique ID during saving This may cause bugs. (7 times!)
Object with load ID Thing_Human50739 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.
It seems like resources are being modified before they can be accessed in some sort of race condition between worker threads (i know 1.6 added some multithreading to certain processes). I have a high number of threads (32) so i dont know if thats also introducing overhead or making race conditions more possible but even from my earlier post I've seen wild 1.5ms patches.
just out of curiosity how big is your mod play list?
1.Tries to iterate through world objects
2.Crashes with collection modification error
3.RimWorld catches the exception
4.Retries the operation
5.Crashes again...
6.Eventually succeeds, but has wasted somewhere between 0.05 - 1.5ms doing error handling loops
Visit Settlements modifying world objects
Vanilla Expanded Outposts
VOE Additional Outposts
VOE Delivery Logistics
i dont know if the outpost mods are causing interactions. Maybe real ruins?
i meant logs not mods. theres no errors being generated really just overhead.
Also my mod list is only ever around 400. Right now it's closer to 300, I have outposts and I'm not getting the error or ms drops.