RimWorld

RimWorld

8 frames per second (24-ish tps) and stuttering
my game has done what the title implies, my save is far from recovering, i put a lot of effort into it my base, yada yada

ive tried messing around with mods and such to fix it, but im sure i have made it worse

my PC has nothing to do with performance at all

is there any reliable way to fix this? or do i just have to suck it up and start a new save...
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Showing 1-13 of 13 comments
The author of this thread has indicated that this post answers the original topic.
Kittenpox May 21, 2021 @ 1:16am 
What's your modlist like, and are you currently using https://steamcommunity.com/sharedfiles/filedetails/?id=2479389928
Originally posted by Kittenpox:
What's your modlist like, and are you currently using https://steamcommunity.com/sharedfiles/filedetails/?id=2479389928
i am not using that mod, but it looks interesting

and my modlist is as how my friend describes it
"holy sh!t, you're using more rimworld mods than i used minecraft mods when i was 9."
FleхAir Pootis May 21, 2021 @ 2:05am 
Originally posted by Tip Tip The Bird:
Originally posted by Kittenpox:
What's your modlist like, and are you currently using https://steamcommunity.com/sharedfiles/filedetails/?id=2479389928
i am not using that mod, but it looks interesting

and my modlist is as how my friend describes it
"holy sh!t, you're using more rimworld mods than i used minecraft mods when i was 9."
I didn't try to revive old colonies with it but im using it now. Did it help you out? Keep in mind there's adaptive mode that you've gotta turn off after like 30 minutes.
it improved my game marginally, by about 6 fps (now 14), and the stuttering is mostly gone, but i feel my issue stems more from errors in the console than anything else, generic things such as null objects, and im unsure how to get rid of objects that dont exist, or at least stop the call to said objects
Copper Boltwire May 21, 2021 @ 8:57am 
shame "RuntimeGC" is no longer maintained, it was AWESOME at killing all these problems.

Could play 12+ hours without needing to even reboot game, and colonies or games that has lasted for 9+ years ingame runs smoothly with that... or used to... Mod not working any more because of being out of date.

It was awesome.

RocketMan does kinda work, but it's a mixed bag.
Razor 2.3 May 21, 2021 @ 9:18am 
We've been seeing a lot of null reference errors these days. Not sure what's changed to make it so common.
Morkonan May 21, 2021 @ 9:47am 
Originally posted by Tip Tip The Bird:
...
is there any reliable way to fix this? or do i just have to suck it up and start a new save...

Total number of colonists?
Map size and World Generated Size?
Originally posted by Morkonan:
Originally posted by Tip Tip The Bird:
...
is there any reliable way to fix this? or do i just have to suck it up and start a new save...

Total number of colonists?
Map size and World Generated Size?
how many colonists?: currently 20 :)
the map size?: the largest possible in the game
Copper Boltwire May 21, 2021 @ 11:24am 
I use Misc. Robots++ and currently got 90 of them, with 10 colonists.
While i can never command or draft the bots, they still are quite darn useful.

https://steamcommunity.com/sharedfiles/filedetails/?id=747645520&searchtext=misc.
Last edited by Copper Boltwire; May 21, 2021 @ 11:26am
Security Cam #7 May 22, 2021 @ 5:31am 
Originally posted by Tip Tip The Bird:
the map size?: the largest possible in the game
This is the largest hit to performance, the bigger the map the more pathfinding calculations have to go into the CPU, and given that the game uses only a single core of your CPU it can't handle the work fast enough, hence the lower fps.
Copper Boltwire May 22, 2021 @ 8:01am 
Originally posted by Smelly Fish:
Originally posted by Tip Tip The Bird:
the map size?: the largest possible in the game
This is the largest hit to performance, the bigger the map the more pathfinding calculations have to go into the CPU, and given that the game uses only a single core of your CPU it can't handle the work fast enough, hence the lower fps.
I wonder why Tynan decided that a single core and single thread was a "good" idea... or maybe his skills was utter crap when he started and been to lazy to upgrade since? *shurgs*
Security Cam #7 May 22, 2021 @ 8:04am 
Originally posted by Copper Boltwire:
Originally posted by Smelly Fish:
This is the largest hit to performance, the bigger the map the more pathfinding calculations have to go into the CPU, and given that the game uses only a single core of your CPU it can't handle the work fast enough, hence the lower fps.
I wonder why Tynan decided that a single core and single thread was a "good" idea... or maybe his skills was utter crap when he started and been to lazy to upgrade since? *shurgs*
I don't think the unity engine supported multithreading back in 2013 when the game was in its early stages.
Razor 2.3 May 22, 2021 @ 8:18am 
Unity's documentation for the 2018 update mentions some basic multithreading support as a new feature. Not sure if the API itself is thread safe, or was thread safe in 2018, but that's newer than what RimWorld runs. (Updated to Unity 2016 as part of the v1.1 update.)
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Date Posted: May 21, 2021 @ 12:42am
Posts: 13