边缘世界 RimWorld

边缘世界 RimWorld

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(Redundant) Slower World Tick Rate
   
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Mod, 1.6
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240.186 KB
7 月 23 日 上午 6:20
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(Redundant) Slower World Tick Rate

描述
A slap-dash butchering of Arky's wonderful Slower Pawn Tick Rate.

This time, for worldobjects! Works the same way, by patching the update interval of the TickInterval(x) method.

I made this to fix my own terrible, terrible lag; it might have been because of a bug or one of several mods I got rid of in the process, but either way I hope it helps anyone who needs it later.

UPDATE - The features of this mod are now present in Slower Pawn Tick Rate's experimental features.
21 条留言
HotdogMoisturiser 8 月 24 日 上午 12:02 
Causes the pawns to be stuck idle
Arky 8 月 12 日 上午 5:30 
Btw, I don't think the mod is doing anything at the moment mjeiouws. You should remove the if (__instance.IsSlave) because a world object is not a slave. If not, essentially it would always return null and do nothing.
Arky 8 月 12 日 上午 5:25 
People asked me to leave a comment here on discord. Sorry if I didn't warn you mjeiouws on the description. But this has been an option on the original mod since july 20. Just go into options > experimental > world objects. There is also an option for thing objects.
⚡ÆLP⚡ 8 月 11 日 下午 12:11 
safe to add mid game?
mjeiouws  [作者] 8 月 2 日 上午 11:18 
This mod is purely a slight tweak to 1.6's new mechanics - in general, it's safe to assume that unless explicitly mentioned, performance mods don't carry well between versions.
Smxrez 8 月 2 日 上午 11:10 
@Snuggl
1.4 in the big 2025 :steammocking:
Snuggl 8 月 2 日 上午 7:51 
Any idea if this works on 1.4? Or does it use 1.5 or 1.6 mechanics?
雾梦 7 月 30 日 下午 9:31 
非常好mod,点数拿去
]TPG[ Dagger 7 月 27 日 下午 7:06 
Netted me 30 additional TPS. Thank you
mjeiouws  [作者] 7 月 25 日 上午 9:38 
To clarify, the default update interval is multiplied by the number in the settings. It's 15 to start. Same behavior as SPTR, unless something funky's up.

As far as I know, there shouldn't be any overlap: SPTR deals with pawns, this mod is just a slight rewrite for map objects, like faction settlements, events, sites, whatnot. Maybe there is an overlap, and it conveniently and accidentally performs a double multiplication on world pawns (i don't think it does, but i can hope). All I know is that it works good and I run both, which makes me happy. :)

The way the code is currently, even if Arky adds an option to optimize worldobject ticks, which is what this mod does, it shouldn't break anything outright - just modify it twice.