RimWorld

RimWorld

Arnj Joe Apr 23, 2020 @ 12:25am
unbearable lag
Okay, I'm really irritated with this game. Every time I play, no matter what, when I get to about 10 colonists, the game becomes unplayable due to >10fps.
I'm running windows 10 on an i9 with 48 gb of ram. This is ridiculous. I can alt-tab the game and watch a youtube video while I wait for my settlers to have a shootout with raiders, the gunshots go off once every 10 seconds or so.

What's going on here?
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Showing 1-15 of 26 comments
Cormac Apr 23, 2020 @ 12:39am 
always the first question: do you use mods? how many mods are you runing?
test Apr 23, 2020 @ 1:16am 
that shouldn't happen on your pc even with a lot of mods
Cormac Apr 23, 2020 @ 1:21am 
Originally posted by rudolf carnap:
that shouldn't happen on your pc even with a lot of mods
well, if some of the mods are causing lots of errors in the background, recalculating things over and over again, it might result in slowdowns, a few hundret mods might cause this behavior.

but yeah, it is no problem the base game should cause, and either the error is caused by mods or there is something wrong with his PC..... or a third option, but as of right now, i don't have reason enough to call it that
Kittenpox Apr 23, 2020 @ 1:38am 
Originally posted by Cormac:
Originally posted by rudolf carnap:
that shouldn't happen on your pc even with a lot of mods
well, if some of the mods are causing lots of errors in the background, recalculating things over and over again, it might result in slowdowns, a few hundred mods might cause this behavior
Especially if it's an un-reachable task for your pawns, like having the (queued) job of building a roof / floor where a Nutrient Paste Dispenser / Geothermal power generator happens to be.
Chewy102 Apr 23, 2020 @ 2:40am 
Might be a bug in the recent patch.

Playing today i had about 6 animals just stop in place. They had a task but did nothing. Some also gave a starvation warning, but still had near full food, My pawns even didnt update their job tasks right. They kept hauling instead of their higher priority tasks.

Quitting to the menu and reloading fixed it. And it seemed to be caused by a raid going into a killbox that had them overly clump up to spaz out a bit.
Cormac Apr 23, 2020 @ 3:22am 
Originally posted by Chewy102:
Might be a bug in the recent patch.

Playing today i had about 6 animals just stop in place. They had a task but did nothing. Some also gave a starvation warning, but still had near full food, My pawns even didnt update their job tasks right. They kept hauling instead of their higher priority tasks.

Quitting to the menu and reloading fixed it. And it seemed to be caused by a raid going into a killbox that had them overly clump up to spaz out a bit.


Originally posted by Cormac:
always the first question: do you use mods? how many mods are you runing?
Chewy102 Apr 23, 2020 @ 3:25am 
Originally posted by Cormac:
Originally posted by Chewy102:
Might be a bug in the recent patch.

Playing today i had about 6 animals just stop in place. They had a task but did nothing. Some also gave a starvation warning, but still had near full food, My pawns even didnt update their job tasks right. They kept hauling instead of their higher priority tasks.

Quitting to the menu and reloading fixed it. And it seemed to be caused by a raid going into a killbox that had them overly clump up to spaz out a bit.


Originally posted by Cormac:
always the first question: do you use mods? how many mods are you runing?

1 mod (trading spot) and the DLC.
Cormac Apr 23, 2020 @ 4:15am 
i've loaded on of my colonies just yet, beside having the standart slowdown because of amount of mods, size of colony, max size map and pawns (~20 pawns thanks to a quest, a few guests and ~15 animals), i didn't see any aditinal slowdown after 3 raids.

i would suggest going to the offical forums and post it there, it might be a real problem... or that one mod is causing some kind of unknown bug for you (i don't use trading spot)
Pur Apr 23, 2020 @ 4:17am 
Originally posted by Aczdreign:
I'm running windows 10
There's the problem.
Nah but for real theres prolly something wrong with your pc
ambi Apr 23, 2020 @ 8:34am 
OP what mods are you using? Are you running this by chance? I found that it slowed the game alot during combat.

https://steamcommunity.com/sharedfiles/filedetails/?id=1204108550
Cormac Apr 23, 2020 @ 5:04pm 
Originally posted by Ambigore:
OP what mods are you using? Are you running this by chance? I found that it slowed the game alot during combat.

https://steamcommunity.com/sharedfiles/filedetails/?id=1204108550

i am using that mod, and i don't see a problem when comparing combat with non combat
Arnj Joe Apr 23, 2020 @ 9:33pm 
Originally posted by Kittenpox:
Originally posted by Cormac:
well, if some of the mods are causing lots of errors in the background, recalculating things over and over again, it might result in slowdowns, a few hundred mods might cause this behavior
Especially if it's an un-reachable task for your pawns, like having the (queued) job of building a roof / floor where a Nutrient Paste Dispenser / Geothermal power generator happens to be.
I did have a wall replacement behind a geo genny, maybe that was the problem. Thanks for that!

Originally posted by Chewy102:
Playing today i had about 6 animals just stop in place. They had a task but did nothing.

I've been seeing this too, pawns will just freeze in place and SEEM like they're just doing their thing when you check on them, but they don't move until i draft and undraft them. Had a fluffin hauling chemfuel get stuck on a wall outside my base during a raid. Only option i had was to melee it to unsconsciousness and haul that fuel back in lol



Originally posted by Cormac:
always the first question: do you use mods? how many mods are you runing?
Quite a few. I'm doing this playthrough differently than normal, though. I assumed that in all of my last playthroughs it was the mods that I was using, so this time around I started with an absolute minimum QoL modlist in addition to zombieland. BUT...Every single time I play a session of rimworld, I find something that just doesn't work like I think it should and..."I bet theres a mod for that". So now I'm bordering on 100, I would estimate? definitely 50+.
I restarted this game to play the zombieland mod, I'm matching my settings to a youtuber with a similar system to mine, but I'm using a lot more mods now.
Setting is 2500 max zombies. It runs fine until they start to rage, and then i might as well get up and do housework cause the gunfight is gonna take a while.
IDK if I need to go through and re-order the mods, or if one of them is causing them to have more complex paths than they should, or if it's just TOO MANY, or what.
Arnj Joe Apr 23, 2020 @ 9:35pm 
I want to add to this that this is the first time UI've used the zombieland mod, first time I've had *that many* 'pawns' on the screen, but I get similar slowdown with previous playthroughs with different modlist.
Arnj Joe Apr 23, 2020 @ 9:36pm 
Originally posted by Ambigore:
OP what mods are you using? Are you running this by chance? I found that it slowed the game alot during combat.

https://steamcommunity.com/sharedfiles/filedetails/?id=1204108550

Yes, that's one that I'm using. I wonder if it would work better if I told them to hold fire until they were in position. I'm not 100% on this, but it SEEMS like the lag increases when either A) I draft my colonists or B) the zombies rage.
I've lowered my max zombies to 1k.
When I've got about 800 ambient zombies on the map and I've got a few colonists drafted to scavenge, everything works just fine. When an 'event' happens and spawns 800 of them at once, everything goes haywire.
Last edited by Arnj Joe; Apr 23, 2020 @ 9:37pm
Cormac Apr 23, 2020 @ 9:44pm 
Originally posted by Aczdreign:
zombieland mod


there is your problem. as you stated (maybe without knowing it), everything works fine until all the zombies are trying to pathfind at the same time.
there is a different behavior (and different calculation) involed in a pawn wandering aimlessly (i.e. 3 blocks to the left 1 down) or pathfinding from A to B, calculation where the fastest route would be.
many times, you see pawns not taking the best route (in your opinion), i don't have looked into this, but i believe this is some kind of fallback mechanic to prevent a pawn from calculation his pathing for more than X times, resulting in extrem slowdown of the game, instead, they'll use an 'ok' route to prevent this.
the zombies may have a similar behavior, the only difference is the amount of zombies trying to pathfind at the same time.
neither memory nore GPU can help you with it, and getting more cores on a CPU doesn't help you in this case either, the game only uses 1 anyway, and the faster that one is the faster the game can calculate those pathes.
ofcourse, the amount of zombies in this case will slow down every CPU, even if the zombie mod were your only active mod

edit: this is ofcourse not a rimworld only problem. other games like dwarf fortress often times don't die by the hand of an invader but by the paws of way to many cats trying to pathfind around the city
Last edited by Cormac; Apr 23, 2020 @ 9:48pm
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Date Posted: Apr 23, 2020 @ 12:25am
Posts: 26