RimWorld

RimWorld

Pause other settlements simulation
85 Comments
тетеря, блин 2 Sep @ 2:15pm 
would be super cool to have an option to play multiple colonies one by one in the same arrow of time, so to speak. like, you're playing for a whole season – summer, let's say. once the season is over, when the option is enabled, you're forced to play another colony: same summer that just have ended. a bit complicated, but… it would be a gamechanger feature. I guess, it would need to save some key events: faction relations and their bases. Something like «meanwhile in the other colony».
7 inches 31 Aug @ 10:43pm 
sorry for the spam but also some pawns are controllable and simulated on paused settlements which can be easily exploited
7 inches 31 Aug @ 10:40pm 
happens when i untick and tick the current settlement
7 inches 31 Aug @ 10:38pm 
current settlement gets stuck paused often, only simulates if i disable pausing on that settlement but it was supposed to be automatic
lordmizou98 31 Aug @ 9:19am 
Would it be possible to add camps on the pause menu ? Would love to create multiple camps spread around but keep them paused. Because of the 5 colonies limit. This mod is amazing, finally let me play rimworld the way I want as an open world with differnt living locations ( that I built) I can visit :D
qux 31 Aug @ 8:13am 
Does this mod make another colony paused no longer consume performance?
General Profit 24 Aug @ 11:49pm 
How big of a performance impact does the mod have?
Dr. Ethan Kaatz 22 Aug @ 2:08am 
Does this work for pausing your main settlement if you are away in a grav ship?
esvn  [author] 19 Aug @ 9:03pm 
Yes, it's safe. The orbital map won't be applied immediately, but it will be applied after you move.
jtjumper 19 Aug @ 8:53pm 
Is this safe to add/remove?
esvn  [author] 18 Aug @ 2:03am 
I've changed the storyteller pause logic. Please check if the issue is resolved.
RaveyBaby 16 Aug @ 6:58pm 
totally been wanting something like this for a long time now. i made one before but it broke after like 1.3 and never could figure out what i was doing wrong so ty for making this mod ur the best <3
SpacedOutMoth 16 Aug @ 12:15pm 
yes that's the issue!
esvn  [author] 16 Aug @ 10:17am 
Thanks for letting me know. I'll try to fix it, as it sounds like it could cause issues.
Just so I'm clear, is the problem that the in game time is different for each settlement? It's supposed to be the same, but it's becoming different?
Neuralis 15 Aug @ 10:24am 
I don't care about the passing of time being different between the settlements, I just want some peace. But still I should second what SpacedOutMoth said, cuz it also happens to me, when there is a paused "map", time lags behinds the main settlement, I am not aware if they can get very distant, or if it could be just a visual bug (?)
esvn  [author] 14 Aug @ 11:23pm 
I've run a test, and I couldn't find any issues with the time falling behind in my environment.
esvn  [author] 14 Aug @ 10:24pm 
@SpacedOutMoth That's not what I intended the mod to do. Thank you for letting me know.
SpacedOutMoth 14 Aug @ 10:57am 
Question about the mods function! Love it so far was just curious how it reconciles time between settlements I noticed my settlement got behind in time compared to settlement that’s never been paused. I did see eventually they aligned again with time but they were only off by a few hours. Will different settlements hypnotically exist in separate seasons eventually? Do they catch up? Thanks so much in advance.
Reel 13 Aug @ 1:29pm 
All good, happy to see it fixed.
esvn  [author] 13 Aug @ 9:07am 
I've fixed the issue with PauseOtherSettlementsSimulation.ThingTickPatch:Prefix happening in large quantities. I neglected to check the ticks, and that was my fault. I apologize to everyone.
esvn  [author] 13 Aug @ 8:24am 
Okay. I'll try to find out what code is causing the issue.
ferny 13 Aug @ 8:13am 
@esvn Thank you brother, If anything just making it so none of your code runs until you activate it would be a start becasue the performance gains you get when using the mod already boost it when using it.
esvn  [author] 13 Aug @ 8:08am 
I'll try to fix it. I'm new to coding, so it might take me a while...
ferny 13 Aug @ 6:55am 
Any way we can get rid of the performance overhead when the feature isn't being used? It's bad enough where I might have to cut it from my users' modlists but I really love the mod. Currently the Harmony patch in Dubs Performance Analyzer goes very very high
Succulent Chinese Meal 13 Aug @ 2:29am 
@esvn regarding the 'jitter' mentioned by Garfield, I believe your per-tick, per-thing calls to TryGetComp<CompFleshMass> could be the source.
Guineatown20806 10 Aug @ 1:50am 
@esvn It work perfectly. Now I have both my settlements. :steamthumbsup:
esvn  [author] 9 Aug @ 10:54pm 
@watty farkle The changes will apply in game immediately without needing to restart.
watty farkle 9 Aug @ 6:02pm 
when changing settings, should i restart my game?
Guineatown20806 9 Aug @ 12:11pm 
I let you know, if it work. Once my Rimworld has started up. :steamthumbsup:
esvn  [author] 9 Aug @ 7:56am 
@Guineatown20806 I've fixed it, please check it out!
Guineatown20806 9 Aug @ 4:40am 
I have 2 Settlements. But only one is shown in the Tab of the mod, being the first and main one.
Garfield 6 Aug @ 2:10pm 
@Turk Only happens with the mod enabled. It’s not a performance issue either, it’s the in-game timewarp function. I recently finished my colony though, so I’m going to test the mod again and see if it’s an issue with my save or not.
esvn  [author] 6 Aug @ 10:28am 
@valleyq Raids will not occur on paused settlements. However, any events or raids that were already scheduled will still happen.
esvn  [author] 6 Aug @ 10:19am 
@Turk Thanks for answering on my behalf. :)
esvn  [author] 6 Aug @ 10:18am 
@lordmizou98 I'm not sure if I've understood correctly, but if you uncheck the checkbox for the parent tile you want to keep running, it should continue to run even when you're viewing a different parent tile.
valleyq 5 Aug @ 5:16pm 
Does this stop the paused colony from being raided? I'm doing a solo mechanitor run and want to stash a bunch of my valuables in an asteroid to help with raids. How am I supposed to focus on creating an archotech gene clone of myself when being raided by 37 pigmen?!
Turk 5 Aug @ 12:58pm 
@Garfield I've got a meager 244 mods that I'm using. The performance impact is about the same with it or without it. Check some of the other mods you are using perhaps?
Garfield 5 Aug @ 11:42am 
Great mod, but I'm having an issue. With the mod active any speed beyond 1 just doesn't work, it just makes the game jittery. I don't have any other mods that affect the speed of the game, and the glitch disappears when I disable the mod.
I'm wondering if its a setting, or if it's registering my colony as out-of-view despite being the only colony currently.
lordmizou98 5 Aug @ 11:09am 
Perfect mod, exactly what I needed, you truly let me play rimworld the way I want without the hurdles I went through before loading/unloading bases. Thanks a lot !! I do have one question tho, I'm playing with multi floors, and it works fine, other floors are active when I'm on the parent tile, however, when I'm on the other floors ( not parent tile), the parent tile is paused. Would it be possible to have pocketmaps / anomaly underground also let the parent tile run ?
esvn  [author] 1 Aug @ 6:37am 
@T I've made a change to stop the temperature from fluctuating. It should be resolved now. Thanks for the report!
T 31 Jul @ 1:02pm 
I think there might be an issue with orbital platforms, life support units, and this mod; I was looking at a different map for a while, then when I switched back to my main colony (an orbital platform base), everything was freezing cold; switching off the first option in the settings ("pause other settlement simulation" (which I believe is just "disable the mod"?)) seems to have fixed my temperature issue. This might be a mod conflict or something, but just to put it on your radar!
KelTuze 27 Jul @ 4:27am 
О боже, неужели я смогу выйти из поселения и вернуться к целому и не разграбленному дому после вылазки?
esvn  [author] 24 Jul @ 10:10pm 
Thanks for subscribing to my mod! Please feel free to report any issues you encounter.
Reel 24 Jul @ 11:54am 
Thanks for the updates
esvn  [author] 24 Jul @ 9:47am 
@Eternal Night Thanks for letting me know! I'll try to see if I can fix those issues.
esvn  [author] 24 Jul @ 9:44am 
@ferny I've added a feature to automatically toggle pausing in the mod settings. I've also improved the main tab UI.
Eternal Night 24 Jul @ 8:38am 
so far its good!
Some issues I've noticed:
animals lose training
toxic buildup from pollution is not stopped
kids age up & lose on 'learning' tiers
bloodfeeders lose/gain deathrest & hemogen
addictions&dependencies are still active

Perhaps there is no way to solve these, but I wanted to mention them. Thank you for your work!
ferny 24 Jul @ 3:05am 
@esvn It works now yes! Could we also get an option to disable the automatic togling of that menu? Perhaps by default you have to enable the pausing yourself but there could be a little checkbox in the main button menu to enable that automatic functionality
esvn  [author] 24 Jul @ 12:11am 
@ferny It seems the misunderstanding might be due to the inability to toggle selected settlements, even though the feature itself probably works. I've pushed an update, so please try again. If you encounter any further issues, don't hesitate to let me know!
ferny 23 Jul @ 2:48pm 
Issue, it still seems to be automatically pausing colonies if you are clicked off of them despite them being unpaused in the bottom menu. The pause/unpause menu still remains a bit functionally useless