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Would like to see a loading optimization mod as it takes FOREVER with a decent size modlist
"About update for 1.1, Tynan already did a huge job to improve rimworld's performance.
there's already an expermiental version of this mod(structure is slightly different) but the difference is smaller than I expected. so for now, no update is planned."
I believe this mod can be considered obsolete.
like, there's no need to optimize anything if nothing is going to spawn
testing video : https://www.youtube.com/watch?v=hNV4LNkARcw
I'm still fixing some errors and doing more additional patching, to get higher performance.
please stay tuned!
When this happens Rimworld is like "Hey CPU can you process this info for me." and the CPU is like "Yea here since you are a single core game take this core to use." Rimworld then proceeds to whip out a massive packet of info and tries to mash it into this one core and with many mods this "packet" can be MASSIVE.(Along with is usual flow of info)
So what this mod dose is instead of spawing a whole chunk of raiders it trickles them in one by one.
sorry for that.
also I'm planning to make an alternative mod that do the work similar to this.
it only conflicts with the ATOM upgrade of TACS. the rest of rimatomics works fine
^.^
this mod just change how the raid works internally.
also for the mod like "sometime raids go wrong" which use custom events, I put a avoiding code so non-vanila mod won't be affacted by this mod.
I'll make a option for that.
also @Madeline how does this mod work with "sometimes raids go wrong" will it have a 1/20 chance of spawning a meteor / manuhunter pack ect per raider spawned >?
this mod prevent rimworld freezing. but the core part that make lag are not easy to fix. also lazy-spawning is not supported in vanila rimworld, so... to prevent crash/bug I have to stop players saving game while spawning.
rimworld have a support for modding but that is ensecured when the modder do stuffs on the base system, more easily, allow to modify.
however, this mod modify the very core structure, like how massive count of pawns are spawned, where the pawn should be appeared to scene, etc...
if you mean your own caravans to visit an ally to make a trade i am not sure how this mod can help ?