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Could you add a "Global Stock Search" button to the right bottom corner of world screen, please?
To free task bar space.
- Applied the null negotiator bug fix by lisanhu. Tested this one as much as I could and verified the tps impact of the mod is now minimal (as much as any dialog while open). If you still get insane lag spikes please report it with Hugslib logs and Dub's analyzer screens
Escarval commented on July 30 that his patch was for something that Ludeon *had already addressed* in the unstable branch. What was the unstable build at the time was promoted to the new stable build on August 28.
Escarval's patches were merged into this mod on the same day that Ludeon changed the code that Escarval was patching.
(Has to be said i am playing on a huge modlist so might always be a mod incompatibility but would be surprised as i can't see which mod would affect this.)
All I know is that the most recent update literally cut my TPS in half, from ~360 to ~150. This didn't occur before the Aug 28th update. After the update, it began to occur. Removing the mod, as it was the only mod in my list to update, fixed the issue.
Added the patches and performance improvements by Escarval
Though I recognize that this might be more than you bargained for when you updated the mod in the first place, I am grateful that you did.
https://github.com/EscarvalOokt/WhatsForSale
When the mod accesses Settlement.trader.StockListForReading, the stock is lazily generated. Once created, all the items are stored in a ThingOwner inside the settlement. Since Settlement implements IThingHolder but not IThingHolderTickable, all those items start ticking every game tick — even when not visible — causing major performance issues.
This only happens after stock is accessed, which explains the delayed and persistent lag.
When you remove the limit or set the settlement search range too high, the mod generates a large number of tradeable items for traders. As a result, the game suffers a significant performance drop — even after closing the trade window. The slowdown persists across saves and can only be fixed by reloading a save from before the window was ever opened.
The root issue is that all these tradeable items are instantiated and remain active in the game's tick system (especially Verse.Thing.Tick), consuming resources even when they are not visible.
To avoid this, it's best to load trade data only while the window is open, and ensure all data and references are fully cleared afterward. Otherwise, the game continues processing the tradeables in the background.
Just wanted to flag this in case you consider an update. Thanks for the original work!
900tps -> 400tps
Updated to RimWorld 1.6
My guess is that if you go and visit each settlement, you will see that they do not have slaves for sale, and that is why they are not showing up.