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I will need to contact Taranchuk for 1.6 update, since he is the tech wizard behind it and I was only the idea maker (and I haven't played since 1.4). I will try to do so in next 2 weeks.
Have anyone tried it in 1.6 already (and it clearly breaks something), or is more of a general "description should say 1.6"?
https://gist.github.com/HugsLibRecordKeeper/7b5b8795c6e0487acd39860a5cb0c386
I am not sure why and I really love the goal of your mod. So I hope this can be resolved with this help.
My apologies for a long delay - it was ready quite some time ago, but I did not have time to do this.
@CuuLaaaBu - if you can share anby specific logs / reproductioins steps, I can contract Taranchuk to take a look. I myself don't play Rimworld lately and won't be of much help.
on my highly modded save, you can witness obvious tps drops per ingame day, lasts around 5-10sec at 3X speed. No error log pops up.
I can easily reproduce the issue.
Hope you can fix it.
Since I don't play Rimworld lately I won't be able to test it properly, so if anyone one who uses the mod can provide their logs when they've seen large lag spikes (for Taranchuk to review) - that would be great,
Otherwise, the mod will just be updated to 1.5
My apologies, I don't play Rimworld lately.
Regarding your first post - I think the initial caravans are hard-coded by Rimworld (I always get a lot of them too), and then this mod starts to work as intended. So if you are too poor / far away / have no allies (which is normal for a start of a colony) - you will get punished by traders being very rare.
roadsoftherim.patch_worldgrid_getroadmovementdiffcultymultiplier:postfix
https://ibb.co/xS3xGsh
TBD?
I use google translate, so I don't understand what it means (
Changed:
1.Lowered frequency of calculations to once in 24 in-game hours (from 1 in-game hour), should lower the performance impact. Any changes in modifiers (like change of relationship with faction) will be updated roughly next day.
2.Lowered the amount of calculations displayed in console (now only 1 iteration is shown). Should severely reduce log spam.
3.Added display of Top 5 "Most probable trading factions", ordered by weight, into the Mod settings menu. Now players can easily see the result impact of the mod (both frequency and caravan faction owners).
For other suggestions (and thank you for them) - we will try to add some of the calculations results in mod settings page ("your most probable trading partners would be XX with YY weight").
Display the calculated visits per year on the mod settings screen. Having to trigger a trader event in dev mode and sift through log messages works, but it's messy. I realize that the mod is early in development, but this would really help the player see what effect the mod is having.
Add settings for min and max visits per year to limit extreme behavior.
Add a cap for the value used for colony wealth. Once a colony is fabulously wealthy, any further wealth won't add more meaningful incentive for a trade visit.