RimWorld

RimWorld

918 ratings
Performance - Slower Pawn Tick Rate
9
12
10
2
2
3
2
2
3
2
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.6
File Size
Posted
Updated
414.378 KB
12 Jul @ 4:52pm
19 Jul @ 8:06pm
4 Change Notes ( view )

Subscribe to download
Performance - Slower Pawn Tick Rate

Description
🕒 Pawn Tick Rate Adjustment
Improve performance in colonies with many pawns



RimWorld 1.6 introduced variable tick rates, which improve performance by updating pawns less frequently based on camera distance. This way, pawns out of view update less frequently. These updates only apply to non-time-sensitive systems like needs, health, mental states, etc. It doesn't affect drafting commands, psycasts, etc.

This mod further reduces how often pawns are updated (even for pawns in view). For example, slowing those tasks from 60 updates per second down to only 6. The result is improved performance, especially in larger colonies, at the cost of in-game delay on those updates.

⚠️ Important: Slower updates only affect how often things are processed. It doesn't change how much progress they make.

For example:
  • In the base game: if an infection increases by 0.01% per tick, it will calculate gradual changes like 0.01%, 0.02%, 0.03%, .... 0.1%, updating every tick.
  • With this mod: if updates happen only once every 10 ticks, the game still adds the same total progress — it just jumps directly from 0% to 0.1% after the 10 ticks happen, skipping calculating the intermediate values.

A similar thing already happens in vanilla 1.6 if your pawn is out of view. I just made it more agressive to save more TPS.

I usually enable this after reaching 15-20+ pawns. On my 10-year-old laptop, late-game TPS improved from ~370 to ~550.

However, it may not work for some people's colonies. Variable tick rates only affects part of the pawns calculations. And even that may be too small to be noticeable depending on your colony setup and your computer.



⚙️ Features & Settings
  • Optionally apply only to slaves or animals (default applies to all pawns).
  • Restart required for changes in these settings to take effect.
  • Adjustable slider controls the slowdown level.
  • Changing the slider does not require a restart.

Note: I haven’t encountered bugs myself, but I played with no other mods and only for a limited time. If you notice odd behavior (e.g., delayed responses), try reducing the slowdown or disabling it for colonists. If the mod actually ends up being a problem please remove it (won't break your save) and comment below. If it performs poorly I will unlist this mod.



🔄 Compatibility
  • ✅ Safe to add/remove mid-playthrough — does not overwrites or saves anything.

  • ⚠️ Important: If you suspect my mod is causing a bug with another mod during some task or bar taking longer, test the following: Remove Slower Pawn Tick Rate. Test whatever you need while looking at the pawn. Test with the pawn out of screen view. The problem will probably happen with whatever mod is causing the incompatibility and 1.6 Vanilla Rimworld.

  • A lot of mods are bugged in 1.6 and still marked 1.6. Some examples are Combat Extended, Recycle this and Dead Man's Switch. However, the bugs happen offscreen and you only notice when you install my mod. It is not a problem with my mod. I can't fix problems in their code. You have to go submit a report to them.



📋 Systems Affected
This if the full list of things affected by variable tick rate (even in vanilla). If you find delays in something unrelated, then it probably doesn't have anything to do with this mod.
  • Jobs tracker
  • Injuries and infections
  • Mental state, social interactions, and relationships (e.g., opinion, bonding)
  • Needs and comfort (food, rest, recreation, furniture)
  • Surroundings & aesthetic preferences
  • Apparel deterioration
  • Skills (XP decay/gain tracking)
  • Auto-undraft interval
  • Royalty titles, ceremonies and psychic entropy (if Royalty is active)
  • Prison break, slave rebellion, and hemogen extraction
  • Looks change desire and guilt (if Ideology is active)
  • Gene tracking (Biotech)
  • Mutations and anomalies (if Anomaly is active)
  • Pollution / Toxicity / Vacuum effects
  • Age tracking
  • Record keeping (stats like distance walked, enemies killed, etc.)
Popular Discussions View All (2)
1
25 Jul @ 3:36pm
Please make more than x20 max
Array
0
4 Sep @ 11:08pm
Mining is way slower with this mod
Kostr184
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.