边缘世界 RimWorld

边缘世界 RimWorld

Replicator
Drake  [开发者] 9 月 6 日 下午 8:52
Updates
Update Notes

Tick Optimization: Machines now only run hulling ticks when actually fed items. Fixed runaway ticking, even when unbuilt.

Power Stability: Reworked cable logic to maintain connections more reliably.

Performance Cleanup: Reduced per-tick overhead and tidied several systems.

Quality of Life: Improved consistency during feed/analyze steps.

In Progress – Recipe Sharing (Design Notes)
I’m experimenting with how machines will share learned recipes:

Recipe Chip – Craftable item that stores recipes; drops on destruction.

Link Wire / Data Bus – Connect machines so they sync automatically; destruction may drop a backup chip.

Hybrid – Networks for passive sharing plus chips for portability.

Next Steps
Still deciding the best approach. Feedback welcome!
< >
正在显示第 1 - 5 条,共 5 条留言
Drake  [开发者] 9 月 7 日 下午 4:40 
Update: Performance & Stability
This update is a focused effort on optimizing the mod's performance and ensuring a smoother experience, especially on colonies with multiple replicators or a large number of items.

Backend Optimizations
Intelligent Caching: The mod now uses several new caching mechanisms to reduce performance overhead. This includes a global cache for the maximum replication cost, which prevents the game from having to re-scan every item in the game every time the cost is calculated.

Work Giver Efficiency: The logic for assigning jobs has been optimized. WorkGivers for feeding and operating the replicator now use a tick-based cache to avoid constantly re-scanning for available work. This significantly reduces CPU usage and improves overall game performance.
Drake  [开发者] 9 月 16 日 下午 1:59 
Update: Replicators now auto-sync knowledge!
Any new replicator built after another will automatically inherit all the patterns the earlier one knows.

If you prefer the old way, you can turn this off under Advanced → Share all patterns between replicators (yeah, I know, that’s a mouthful of a setting name). With it off, new replicators won’t sync knowledge automatically.

Smarter by default, customizable if you want!
Drake  [开发者] 9 月 29 日 上午 9:30 
Update Notice

After squashing bugs, patching broken code, and wrestling with endless headaches, I’ve decided it’s time for a full overhaul of the power system.

What’s changing:
- The capacitor system is gone. It was meant for balance but caused too many disconnects and issues.
- Now, machines will pull excess power directly from the grid.
- If there isn’t enough juice available, the machine will pause until power returns.

This new approach should make things simpler, cleaner, and far more stable going forward.
Drake  [开发者] 9 月 29 日 下午 10:33 
Update Notice (WIP Refactor)
The capacitor system has officially been tossed out the nearest airlock. It was meant to balance things but mostly just broke stuff. Now, Replicators create items instantly—no waiting around for power buildup. The catch? Your grid still has to “pay the bill.” If there isn’t enough juice on the spot, the Replicator shuts down and enters cooldown while it drains the owed power afterward.

This means:

Instant sci-fi item creation ✅

Simpler, more stable code ✅

Balanced gameplay (power costs still matter) ✅

Buggy capacitor headaches are gone; cleaner, smoother Replicators are here to stay.
Drake  [开发者] 10 月 8 日 下午 12:31 
Update Notes – Replicator

Restored settings that were accidentally removed in the last build.

Added a Power Debt Slider – control exactly how much power the replicator pulls in debt mode.

Added an Auto Mode – replicator only pulls from excess grid power. (This took way too long to get working… almost scrapped it.)

New toggle: ARKtech Mode – unleash full chaos by making the replicator produce anything It knows infinitely. Yes, it’s broken. Yes, it’s intentional.

This update is mostly about giving you back control and letting you decide how wild (or balanced) you want your replicators to run.
< >
正在显示第 1 - 5 条,共 5 条留言
每页显示数: 1530 50