RimWorld

RimWorld

Oversimplified Optimizations
20 Comments
Silencer59 29 May, 2024 @ 12:51am 
I'm surprised this hasn't already been asked, but are there any plans for 1.5?
dracoix 🐉  [author] 4 Mar, 2024 @ 12:05pm 
Sorry for the super long delay. Fixed plants AND bushes. Any plant or bush that does not have a harvestable item or a true purpose will be forced to depopulate. Modded plants should now be safe.
cumrade 8 Feb, 2024 @ 4:46pm 
Had to unsub just cause of the 0.01 days growing on cotton, but really useful mod to get a better performance in Rimworld.
Vardath 6 Oct, 2023 @ 3:53pm 
Actually, an infinite holding chest would be okay as the game wouldn't be trying to draw all your stuff all the time.
Vardath 6 Oct, 2023 @ 3:48pm 
Any chance of an optimisation mod which does not include cutting down game content into a single resource? I like your mods and have used them but while my fps improves dramatically the single resources change the game too much for my liking. Im thinking a texture and sound replacement mod with much lower graphics, for those older systems like mine.
Tirith Amar 25 Sep, 2023 @ 12:32am 
I have the same problem as RaRaRazuri, i did look into it, i only have 150 mods active.

Smokeleaf, psychoid, hop, devilstrand and cotton all have 0.01 growing days. Id reckon its an mod interaction probably something with mushrooms expanded.

Also there is a unintended consequence, animals will very quickly leave the map, since they dont have any food to eat, and carnivores as there are no herbivores anymore. Unless you cout that as an optimization.

As such it would be amazing if we could get options which optimization we want to have and an explanation on each ingame.

So far i will just make a local fork where i simply delete the lines in question.
dracoix 🐉  [author] 5 Sep, 2023 @ 9:31pm 
@Silencer59 And so am I lol. Yeah I'll do it that way soon(tm).
Silencer59 5 Sep, 2023 @ 11:20am 
A catch-all solution to that plant issue may be to filter for plants that have the harvestYield field in their .xml since not all useful plants seem to have the purpose field. Aside from that, I'm loving the performance gains I'm seeing on my larger colony runs. Thank you. :)
dracoix 🐉  [author] 23 Aug, 2023 @ 7:52am 
Anything that is not tagged with something like Misc, Food, or Health, it'll die fast. No tag = fast death. So it might be my mod lol.
RaRaRazuri 22 Aug, 2023 @ 9:25pm 
love the concept, but had to uninstall cause my psycoid and cotton were instantly going from 0.2% to 100% growth. I have 500 mods installed so probably some sort of conflict, dont worry too much about it
dracoix 🐉  [author] 18 Aug, 2023 @ 7:44pm 
It should be, I've been testing it with my normal 100+ mods which includes VFE. I've been searching for what mod(s) have been using named-chunks for their recipes or modifying into their own. I think it's just the medieval ones that might be questionable as some of the map gen for their bases have been bugging out (no walls, yet the roofs are still up).

tl;dr: Factions and Furniture Expanded should be safe.
Aira 18 Aug, 2023 @ 5:55pm 
So is this compatible with vfe or not?
dracoix 🐉  [author] 18 Aug, 2023 @ 10:35am 
Wool converter fixed, Stone cutting now has built in bulk actions.
dracoix 🐉  [author] 17 Aug, 2023 @ 11:00am 
Leathers has been updated. Patch leather removed, fur added, human fixed.
dracoix 🐉  [author] 16 Aug, 2023 @ 1:22pm 
@DemonX3 the meats C# mod is a sledge hammer in its code, awesomely effective but brutally doesn't play nice to others. And the leathers C# mod code is somewhat bloated but I think that's due to being able to set individual leathers via settings, so no fault there. However, making it compatible with leathers C# mod is super iffy.
dracoix 🐉  [author] 16 Aug, 2023 @ 1:05pm 
@DemonX3 now noted, I'll dive into how they did it as it might just do the heavy lifting.
dracoix 🐉  [author] 16 Aug, 2023 @ 12:59pm 
Oh wow, thank you, honestly didn't know that mod existed. This is why when I black-box code it goes wrong when there's a mod already made similar to it. But yes, that's why meat has to be C# coded to be fixed.

I'll see if I can make mine compatible with it.
DemonX3 16 Aug, 2023 @ 12:49pm 
I see. Currently I'm using Optimizations Meats and Leathers C# mods, saw this and was curious how it's with this one.
dracoix 🐉  [author] 16 Aug, 2023 @ 12:27pm 
@DemonX3 yes, all animals including the mythic thrumbo drop generic leather. It was weird looking at the original source that both leather and fur share the same category, I always thought there was a 'fur' type but there isn't, it's just leather. But if it causes gameplay problems and nostalgia, I'll port out a fur type based on thrumbo, but the other 'fur' animals have to be individually tagged to output either leather or fur.
DemonX3 16 Aug, 2023 @ 12:21pm 
So is every leather and fur now a single leather type, or is fur left untouched? Asking since, well, thrumbofur is kind of a big deal. Same goes for Alpha Animals Galatross I suppose