RimWorld

RimWorld

VGE-Quality Is More Effective
28 Comments
Cyber Witch ~ 12 Oct @ 1:52am 
its sad that VGE pretty much abandons their mods instantly and its up for other modders to fix their stuff. But because of the way they mod it its often near impossible.
Latex Santa 11 Oct @ 7:59am 
Good stuff, good stuff, instant sub.
o0Zeke0o 9 Oct @ 3:59pm 
seems to be fixed, nice
Cal 9 Oct @ 12:12pm 
Looks good so far, thank you for taking time to look it over.
o0Zeke0o 9 Oct @ 8:03am 
yoooo checking it today after i get home from univ (6 hours)
CNEIO  [author] 9 Oct @ 3:07am 
The mod has been completely rebuilt to eliminate performance overhead. Unsubscribe and resubscribe to ensure the update applies correctly.
CNEIO  [author] 8 Oct @ 9:47pm 
Okay, it seems that there is indeed a problem with this. I will work on fixing it
Cal 8 Oct @ 9:20pm 
I can’t look again until tomorrow but that looks quite possibly like what I was seeing. Ticks constantly, haven’t even researched genetics yet or have anything modified and it gets even worse than that at times.
o0Zeke0o 8 Oct @ 8:46pm 
it could be that you're intercepting, basically patching that from vanilla genetics expanded?
o0Zeke0o 8 Oct @ 8:45pm 
when i wasked the overhead was of 0.150ms and it was something about GetStat (?
it was patching tick update and being called 600 times per frame

i don't know if he's talking about that but it could have been that i had 50 wild animals on my map
CNEIO  [author] 8 Oct @ 8:43pm 
@Cal I'm a bit surprised to hear about massive overhead, as this is a lightweight patch mod (~230kb including the preview image) with no active tickers.
The mod simply intercepts a few calculations from Vanilla Genetics Expanded when a hybrid animal's stats are checked or when it uses an ability. These operations are extremely fast (a few nanoseconds per call) and only run on-demand, not constantly. The performance impact should be negligible.
If you are experiencing slowdowns, it's more likely related to VGE itself or another mod in your load order, as this mod doesn't have the complexity to cause significant overhead on its own.
Cal 8 Oct @ 12:19pm 
This is a great idea, but currently has massive overhead constantly. Needs a serious performance pass before its usable.
CNEIO  [author] 8 Oct @ 8:06am 
@o0Zeke0o Yes, The mod is very lightweight and applies all stat changes dynamically. It doesn't permanently alter your animals in the save file, so if you remove it, they will just revert to their original stats
o0Zeke0o 8 Oct @ 7:52am 
hey does this have a constant overhead so it lets you enable/disable mid-game or is it the only way to change the stats for the animals?
時穂 7 Oct @ 11:00pm 
@Tearous 名称为“VGE-Quality Is More Effective”
Hoddrock 7 Oct @ 9:59pm 
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Salt Dagger 7 Oct @ 5:03pm 
Hell yeah sounds great. Ty for the mod
CNEIO  [author] 7 Oct @ 11:29am 
@Salt Dagger Of course, the changes are Global. If you set a particularly high value—say, cranking both Body Size and Health all the way to the max—and then you're lucky enough to encounter a legendary creature in the ruins... an organic tank powerful enough to steamroll a mechanoid centipede will emerge from the incubation pod right before your eyes, and it will be Hostile
Salt Dagger 7 Oct @ 9:04am 
Assuming this applies to hostile animals, this'll make exploring the genetic labs real scary, as if they weren't already
PolyPoky 6 Oct @ 9:55pm 
好耶
Tearous 6 Oct @ 8:42pm 
订阅了这个mod但是不出现在我的rimpy里,很迷惑……
SkavenQueen 6 Oct @ 4:07pm 
again great animals make
Hubertdragon1 6 Oct @ 2:45pm 
make animals great again
justydusty 6 Oct @ 12:26pm 
make animals great again
bellwu1688 6 Oct @ 6:21am 
make animals great again
Speciallll 5 Oct @ 3:29pm 
make animals great again
Plat1num 5 Oct @ 7:01am 
make animals great again