1/18/2024 0 Comments Rimworld cloth sleepingOf course, there might be other impacts I didn't notice if you find something, feel free to let me know.Ībove is all my understandings of this problem. No free lunch! So what's the price? Like other performance optimizers, it needs a little more memory to store the cache. It's a small lift without getting them every frame. This caching should also speed up general gizmo drawing.Īt last, I also replace GetRoom() in Building_Bed.DrawExtraSelectionOverlays() with a cached version. It eliminates calling that method as much as possible, and it's not a problem now. To avoid this, I also add caching for Designator_Build.Visible. It's not bad itself but calling it 10k times per frame is. SRTS has a harmony patch for research projects, which costs 0.005ms per call. Some people claim the mod SRTS Expanded is also the culprit. Why do I need cloth in Rimworld Cloth is used for so. In this mod, I build copies for needed designators and cache them to avoid scanning. Unlike perks, skill Great Sleeping Bag For Horse Pack Trips & Hunting With Western State Outfitters. For example, VE furniture series add tons of buildable things in the game. The situation worsens with more modded buildable things. That's the main reason why selecting them slows down your game drastically. Hence, the game needs to validate millions of designators in 60 frames for a bed with 10ish linkables. Typically, a game with a medium-size mod list contains thousands of designators. BuildCop圜ommandUtility.FindAllowedDesignator() scans all the designators in the database every frame to find a single build command. When you select a bed or a workbench, the game will try to find available linkable facilities like dressers and show them. Long story short: this is a vanilla problem more mods exacerbate it. If you're not curious about where it comes from, stop here. Anyway, embrace the change~ Thank you for the long journey with this mod and good luck. When a non-hostile pawn is incapacitated, you can right click on them to rescue them and bring them to a medical bed or sleeping spot. It's a mixed feeling where sometimes you feel your effort is in vain, but at some moments, you feel good as if every game players becomes your subscribers. Perhaps I should call it "No laggy Needs" in 1.4, LOL. Unsurpringly, it's not quite a visible boost compared with 1.3. At 0600 the animals awake and the handler is off training the animals until 1800 hours (6 pm). then the pawn will clean for 4 game hours because the animals are sleeping. From my tests, that rendering method can be boosted from average 1.5ms to 1ms on a test pawn. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. It's terrible.) That's what this mod trying to fix in 1.4. (TBH, if I were part of the devs, I may rewrite the ThoughtHandler from ground up. However, there is still unneccessary computations in NeedsCardUtility.DrawThoughtGroup(), which calls ThoughtHandler.GetMoodThoughts() and ThoughtHandler.MoodOffsetOfGroup(). They use a cached mood offset of groups in PawnNeedsUIUtility.GetThoughtGroupsInDisplayOrder(), which is the main culprit here. Surprisingly (Maybe), devs also tried to fix this issue in 1.4. It's my effort addressing unoptimized thoughts rendering in that tab. They actually should do it that way long before, but it's a good fix.įor the part of Needs Tab, some people might have noticed, in the mod setting of this mod back in 1.3, there is a default-false option called "Optimize the Needs Tab". Long, boring technical facts are listed as follows.įor the part of beds, Devs use cached Designators in BuildCop圜ommandUtility.FindAllowedDesignator() after resolving them once. You can get a modicum of performance gain from Needs Tab with this mod in 1.4. TL DR: In 1.4, Devs have fixed the culpirts of laggy beds and most of the Needs Tab's. You need 12 cloth for a normal bed, 18 for a double, and 24 for a royal.Important Notes for 1.4:Is it still needed in 1.4? I did some tests with the performance analyzer. Grow and harvest some cotton as quickly as possible in order to build padded sleeping spots as a stop-gap while you research cotton processing, or edit your starting scenario so that it starts you with enough cloth to build beds for your starting colonist(s). Players who use this mod in conjunction with MoreBedsCloth will find that this makes the early game more challenging, as you cannot immediately build beds. Padded sleeping spots can be built with fibre.The textile bench lets your colonists process fibre into cloth and recycle unwanted apparel.Adds a cotton processing research topic that unlocks a new workshop, the textile bench.Cotton plants now produce fibre when harvested instead of cloth.
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