边缘世界 RimWorld

边缘世界 RimWorld

Researchable Stat Upgrades (Continued)
34 条留言
Mlie  [作者] 12 月 8 日 上午 3:03 
I assume you also tested with only this mod loaded?
逆天发威 12 月 8 日 上午 2:57 
这个mod对性能影响挺大的,我就订阅了这个和一个汉化mod,21个殖民者,TPS只有20左右,稳定20的那种,后来就把这两个移除了,加载同一个存档上了80:steamfacepalm:
CapitanDoofy 12 月 8 日 上午 1:58 
This mod is a HUGE tps hog. Had 8 pawns, was down to 17 fps and under 100 tps. Disabled only this and xml extensions, back up to 90 fps and ~700 tps in the same save.
omegakiller 12 月 3 日 下午 10:02 
@Bon There have been a few times in the past versions that if you researched the repeatable techs a lot of times then it could start affecting performance. Normally it doesn't do that though so it should be fine.
Bon 12 月 1 日 下午 12:29 
Does this mod hurt performance? According to the comment
omegakiller 11 月 16 日 下午 10:34 
So toggling "should repeatable researches be repeatable" off, restarting, turning it back on, restarting then not only made it start working again but also gave me a few levels in both of them that I had not researched. Productivity partially researched to the 6th level and harvest partially researched to the 5th on the test map. I then loaded all my normally used mods and reloaded my current game and have it fixed there too with Productivity partially researched to the 2nd level and harvest partially researched to the 3rd level.
omegakiller 11 月 16 日 下午 9:29 
The 2 repeatable techs can not be done more than 1 time. The research button is greyed out as finished once you have completed it the first time. This was tested with only harmony, core, xml extension, and this mod loaded in that order.
Mlie  [作者] 11 月 7 日 上午 7:37 
@Harry_Robinson1 Its just an update of the previous version, I have no info on what the previous updaters did.
Harry_Robinson1 11 月 7 日 上午 6:24 
Thank you for updating this mod! I miss it a lot, I used to run it every time up until around 1.3 but then I just had endless issues with it and basically had to drop it from then on. How deep of a rewrite is this? I really hope this version works as well as I remember.
菜是没办法的事情 11 月 1 日 上午 7:01 
Iove you bro ,Your mod is the only reason I'm still playing.
Mlie  [作者] 10 月 25 日 上午 11:11 
@Cheeki-Breeki Well, the mod has a stat that is calculated like any stat. It doesnt have a ”cranked up” tick
Cheeki-Breeki 10 月 25 日 上午 7:24 
Well, it affects performance. Nothing in realm of red errors or craches, but it seems some tick in the mod cranked up for too frequent update.
Mlie  [作者] 10 月 25 日 上午 7:02 
@Cheeki-Breeki No idea, does it cause issues?
Cheeki-Breeki 10 月 25 日 上午 6:56 
Looked for TPS hogs today and found that with colony of 10 pawns it takes about 4ms for ResearchableStatUpgrades.StatPart_ResearchDependent:TransformValue. It that normal?
Mlie  [作者] 10 月 16 日 上午 3:00 
@Forte Thanks!
I have no idea, I have never played with the mod but if there are issues then I hope users will report them here.
Forte 10 月 16 日 上午 2:41 
@Mlie I was also confused, so I asked ChatGPT to correct their spelling and grammar.

They're asking if the repeatable research will get to a point where the research point cost is infinite and unable to be completed without an AI Persona Core. They are asking because, apparently the original mod author was unable to fix it.
Mlie  [作者] 10 月 15 日 上午 5:17 
@mashtong54 Sorry, I dont understand you
mashtong54 10 月 15 日 上午 4:07 
thats the qestion im assking bescue thats the bug i seen in this mod fora long time that the orgnal mod aouther got stumped by a long time ago.
mashtong54 10 月 15 日 上午 4:06 
work seed and proctive reapbalte reasrch i mean its the resrch pont inifty bug fixed or is thata game code ahrd limit issue and still reqres ai sub reascrh prosna cores still.
mashtong54 10 月 15 日 上午 4:03 
the quest is whne you do the repeateble stait resrach speed and prodovty reserch after a few times the amonut of resarch pnots gets so high that it starts to read as inifty and bacly reqres sub ai resarch prosna cores to finish after a pont. and i'm asking if you have fixed that tpye of bug or not or do we still need to use sub ai resarch prosna cores do it it being a in game engine limit or soemthing like that. i'm tryong to make the qestion as easyly reable as i can.
Mlie  [作者] 10 月 15 日 上午 3:43 
@mashtong54 I dont understand the question.
mashtong54 10 月 15 日 上午 3:31 
also did you revoe the bug thast whne reasr pont get above some amonut they force you to use sub porsna resahrch cores yet? but onhter then that ther esoulhd be no other bugs. but that bug i think isa game limit and not a atcal bug however. but good to know this mod is back
Skogshuggaren 10 月 14 日 上午 11:31 
Mlie I love you, thank you for literally carrying the entirety of rimworld's workshop on your toned, chiseled back. A modern day atlas you are
BugWolf 10 月 14 日 上午 6:23 
Whoa! We need a statue of Mlie in the game. I think every player owes you the wellbeing of our colonies
時穂 10 月 14 日 上午 5:04 
我爱你:needy_heart:
Mlie  [作者] 10 月 13 日 下午 12:03 
@TSense Well, the 1.5 version wasnt compiled for 1.6 so there would very likely be calls to missing methods.
TSense 10 月 13 日 上午 11:40 
I mean when we tried running the 1.5 version on 1.6 it had lagg spikes, so just changing/ignoring the version number didn't work
Mlie  [作者] 10 月 12 日 下午 9:55 
@TSense Havent tried this in 1.5 so not sure what the issues were. But the code is open for review on the github-repo.
TSense 10 月 12 日 下午 2:06 
how did you fix the lagg spikes the 1.5 version caused in 1.6?
danzloblaha13 10 月 12 日 上午 6:28 
Bless you, Mlie !! :steamthumbsup:
danzloblaha13 10 月 12 日 上午 6:28 
OH god i though i lost this 4ever then i bought Odyssey like week ago :steamhappy::critical:
Vaguiners 10 月 11 日 下午 3:17 
good
Smoker 10 月 11 日 下午 2:29 
Thanks Mlie!
Latex Santa 10 月 11 日 下午 12:51 
Good stuff. Thanks loads!