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Good luck
With such a performance drop I suspect the answer to the latter is NO. You will get lag spikes when stuff is being spawned anyway because it is sudden high demand.
it definetly doesnt work with hsk
there are a few things you can do to make things less heavy
dont have people set to firefighting as it forces the game to check the entire homezone every time a job ends
dont set the bill range too high, localize the needed resources so that the game needs to check less area every time it starts a bill
dont have many drones, just like animals its basically a pawn without a constant job, making it about 5x as heavy as a working pawn
but in the end rimworld is a single core cpu game
and unlike gpus cpus havnt progressed much in the last decade since multitreading is barely used
so no you wont get a massive improvement over an old pc
if you are desperate for better performance you can go to the hsk discord and ask for help
https://steamcommunity.com/sharedfiles/filedetails/?id=2559582557
https://steamcommunity.com/sharedfiles/filedetails/?id=2479389928
its common issue..
and you can improve it by removing history of your pawns and animals (ye, even animals have history what child of what child of what child of what child is this muffalo)
+tons of other "trash data"
even dont help fact that RW use only one (yes, ONE) CPU core
Don't enabling multicore in 2018 sounds lika a joke to me.
Ok most things can be done in main thread. But other daemon threads can clean garbage, check global-map spans, do some behind the scenes caching...As if the engine was create by cute cats without fingers...
but using single core by simple games what rely more on graphics than CPU is common.. will be absurd make for them multicore system, when there isnt anything what can be optimized by that multicore system... in fact it can slow down those simple games..
RW need process a lot of things.. and if u say it.. ye, its kinda absurd limit his performance by using only one core