RimWorld

RimWorld

Performance - Slower Pawn Tick Rate
266 Comments
Not that I need it but this could probably extend Deck playtime even further/save energy from PC, great idea!
stups 29 Aug @ 3:43am 
@Arky I don't know what else I´could give you. No quests from maps with the mod. Lots of quest from maps without the mod.
amefurashi 27 Aug @ 4:21am 
This mod always helps with my potato PC. Thank you.
I'm reporting this because I've discovered a discrepancy between this mod and the Exosuit Framework mod ( https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3352894993 ) .
I discovered that when I try to repair an Exosuit while it's assembled in the Maintenance Bay added by the Exosuit Framework mod, it takes several times longer than usual. This extended repair time phenomenon increases or decreases proportionally when you adjust the tick rate of this mod, so I think it's probably because the tick rate reduction effect is also applied to the assembled Exosuit. In fact, this issue does not apply if you repair the Exosuit after unassembling it and storing it in Component Storage.
If you don't mind, I'd be happy if you added an option to remove the Exosuit from the tick rate reduction effect. Even if you don't, I'm still thanks to you.
Consho 26 Aug @ 2:21pm 
works with FPS Stabilizer?
PepperCat 26 Aug @ 8:21am 
Giving a try to this mod in my 20 years game right now, 30 pawns, about 20 Mechs and probably around 50 animals, 135 mods, I gained about 100 TPS with the experimental settings enabled. So far no issues up to this point, I'll keep testing :)
Arky  [author] 24 Aug @ 6:52pm 
@PerpetualGamer What I think it is happening. At high speeds close up your game runs better then you finish faster. At high speeds far away your game runs poorly and finishes later.

Could not be that. Could be vtr related. But then you would have to complain to Ludeon on this one, not me. If true, they have a discord and have fixed a bunch of errors similar to the one you are complaining about. Send them a bug report with log and save file.
Arky  [author] 24 Aug @ 6:49pm 
@stups I doubt it. I need more proof and info to even begin considering this.
stups 24 Aug @ 1:06pm 
It might be that this mod supresses the discovery of quest from reading maps in Odyssey. I had maps for eight in game years around without getting any quests and the first in game day without the mod the first quest was discovered.
PerpetualGamer 24 Aug @ 7:46am 
I should have run this test as well. At low TPS 60, they seem to finish in exactly the same amount of time. It's only when trying to run at high tps that I see the issue.
PerpetualGamer 24 Aug @ 7:45am 
I seemed to have a large mining order take significantly longer than expected when zoomed out (i assume that triggers the tick rate I could be dumb.) It takes 20 seconds to clear 5 rocks when zoomed out and 10 seconds to clear 5 rocks under similar conditions when zoomed in.

I dunno if this is real or I'm being a baby, but I figured I'd ask here since it seems related.
HotdogMoisturiser 23 Aug @ 11:16pm 
Colnists just starting standing in place forever only would move under combat stance
Oh thank you ^
Arky  [author] 22 Aug @ 4:31pm 
@ジャッキー・ザ・トキ
Options > Experimental > Apply for other things > Check
Could similar mod work for plants?
SstarLit56 21 Aug @ 9:19pm 
well i suppose thats why i didnt reproduce it with the mod off, thanks i hate this finding
Arky  [author] 21 Aug @ 8:27am 
@Midnight Thank you. I fixed it.
Arky  [author] 21 Aug @ 8:26am 
@no Not viable for technical reasons
Arky  [author] 21 Aug @ 8:25am 
@Quartino and @SstarLit56 As far as I know this is the intended vanilla behavior. The slowness and pauses scale with the amount of animals carried. To the point that roping 20 boomalopes is a pain in the ass.
Quartino 20 Aug @ 11:29pm 
@SstarLit56 I believe I noticed this behavior, too. I'm too lazy to test this mod specifically by only loading this mod, though, so take that with a grain of salt.
no 20 Aug @ 5:18pm 
can you add settings for this to affect non colony pawns and colony pawns instead of all pawns?
SstarLit56 20 Aug @ 5:07pm 
this makes pawns roping animals to a pen move then stop repeatedly, slowing them down from just walking an animal to the pen
AC1M 19 Aug @ 4:20am 
mod打多了出问题了,视野外的小人饱食度掉很快,技能涨很快,挖矿也很快,删了这个mod就好了:steammocking:
Deo-te-Hero 16 Aug @ 3:48am 
epic
JohanTron2000 15 Aug @ 8:37am 
@2962342497 Rocketman isnt 1.6?
Midnight 14 Aug @ 9:21pm 
Excellent performance fix! makes silly ideas like 15+ unit colonies more feasible :chug:
Midnight 14 Aug @ 9:04pm 
very tiny nitpick, but in the description (in the bit about a similar thing happening in vanilla 1.6), "agressive" should be changed to "aggressive"
2962342497 14 Aug @ 5:23pm 
May I ask if this module is compatible with RocketMan - Performance Mod?
I 12 Aug @ 12:13pm 
why not make it .1 per second?
Argón 12 Aug @ 8:20am 
Sorry if my question is dumb, but will this make some things go slower in the game? I ask because I usually play with aging multipliers set to 400% or 500%
Missedstep 9 Aug @ 11:41am 
Great job! sped up my 15 colonist+ 23 Prisoner save file by almost 30%!
Arky  [author] 7 Aug @ 5:35pm 
@ccynq Because it has minimal impact if you use 1-3 pawns and at the beginning I didn't know the impact it would have with other mods.
ccynq 7 Aug @ 4:39pm 
why do you suggest using it later if it doesnt affect fundamental mechanics in a significant way
Arky  [author] 7 Aug @ 1:25pm 
@A V.O.I.D Representative

Those are pawn related activities. 'Things' are more like chemfuel refineries, fire, projectiles, etc.
Arky  [author] 7 Aug @ 1:24pm 
Thanks for the kind words guys
DirtyT 7 Aug @ 12:11pm 
Great mod - I have it disabled for my PC but enabled on my steam deck
melty 7 Aug @ 3:54am 
it was due to the mod initial motivation which freezes the recreation need for the first three days, everything actually works fine, great mod :mbpraise:
Beaver 6 Aug @ 1:29pm 
melty that's a bug in vanilla as well. Fellow Kriegsman just got owned by the mod dev for reporting similar vanilla bugs lol. Thank you Arky for being such an amazing mod dev!
melty 6 Aug @ 12:13pm 
tried this mod on ferny's progression modpack 1.6 and it seems to almost freeze the recreation need, everything else like comfort and sleep work good though
A V.O.I.D Representative 5 Aug @ 4:51pm 
For the experimental 'apply to all other things', will that slow down anything?
Example is research speed / global workspeed, does the game use deltatime or does it go by tick
codebreaker101 5 Aug @ 3:46pm 
@fellow Kriegsman 1.6 added a lot of preformance improvements to the game. What this mod does is expands the scope of those changes.

What a lot of mod authors do is just tick a version up from 1.5. Most mods either don't realize or account for the changes to the new version code was added which they now have to create a new section of code to account for.
BackToTheBasics 5 Aug @ 6:44am 
@Fellow Kriegsman Yeah I am running this on an 800 mod save and have had a whole 0 issues with compatibility for the mod has it done a tonne for my TPS hard to say if it has its only about 10-20 tps or so but given the amount of stuff I have going on in a 20 pawn 50 animal colony ill take what I can get
Arky  [author] 5 Aug @ 3:31am 
@Fellow Kriegsman I am not being defensive. I am warning you. This bug will happen in vanilla, you just are not noticing and don't know how to test it. If it happens with my mod it happens in vanilla without my mod. There is no way out of it.

"Oh but I removed your mod and it disappeared." It didn't. You just didn't check it properly for offscreen pawns.

Vanilla uses the same dilation factor as this mod uses. But I use for onscreen pawns and vanilla for offscreen only. Stop arguing with me and read properly what I am trying to tell you instead of thinking I don't know how my own mod works.
Arky  [author] 4 Aug @ 3:48pm 
@Speve Berry I would be interest in your save file. That is weird. If removing the mod increases the tps then no changing of settings will help in your case. Best not to use it.
Speve Berry 4 Aug @ 2:28pm 
yeah idk whats up with this mod but removing it doubled my tps, it had me 30 pawn colony at less than 60 tps and now it runs pretty regularly at 140+
밀수업자 4 Aug @ 10:42am 
"The recreation stat recovery issue is likely a conflict with the 'Common Sense' mod. This mod in particular recently changed its code independently, and the problem occurred after that."
PAXMA 4 Aug @ 9:28am 
@Fellow Kriegsman,could you please add Performance Optimizer to compatibility list in the description of your mod?
Fellow Kriegsman 4 Aug @ 4:59am 
But it is amazing and very useful mod. Sorry for the spam.
Fellow Kriegsman 4 Aug @ 4:59am 
And I meant that only thing I changed in my modlist is adding your mod. Just to be clear.
Fellow Kriegsman 4 Aug @ 4:58am 
Mate, I dont mean this in a bad way at all, no need to be defensive. But it 100% is your mod since this issue happens WHEN I add your mod ONLY. Im not saying you did something wrong, but considering several others say the same thing, clearly there is some popular mod out there that is incompatible with yours.
It could be some other performance mod, who knows. Thats why I want to test it when I have time.
Arky  [author] 4 Aug @ 3:39am 
@Fellow Kriegsman btw, if some mod in your modlist bugs the recreation at 10x speed but not at 1x, then it will also bug even after you remove my mod. Vanilla rimworld apply 15x speed to offscreen pawns. Removing my mod won't solve this bug of yours since it is not the cause.