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If you're having an issue with in-game stuff, then this might be useful instead: https://steamcommunity.com/sharedfiles/filedetails/?id=2038874626
But unless you're actually having issues yourself, I wouldn't worry about either.
Thanks for this. I've always wondered if something like this existed and will be a great help in pruning my mod list after some checking.
That's not really a list of slow mods, it's a list put together by somebody using Dubs Performance Analyzer and picking out spikes in mod processes, for the most part without really understanding the context. That's the danger of giving players tools like that.
The only categorically "slow mod" out there I'm aware of is probably jecstools, just adding that alone to a save will have a noticeable effect on performance, even with no mods hooking into the features. The mods that do hook into the features tend to slow things down even more, like the vampire mod for example. It's just a very complex tool and the mods that use it tend to also be very complex and script heavy.
Everything else depends a lot more on context, how you use it and what you use it with. Sometimes if you do X with Y mod it causes Z mod to spike in use for a bit, these situational slowdowns if impactful are usually pretty easy to figure out with familiarity with your mod list.
You sure were telling me something different when I brought up that mod a while back. What changed? Do you notice the difference in performance just by having it installed, without viewing it with a tool? If not then I wouldn't keep spreading that. This was all during 1.0, that vanilla was messed up with performance. Jecstools did have noticeable impact by itself at the time but so did hundreds of other mods yet the mods weren't really the problem at the time. Idk what it's like now, nor do I disagree that it can do complex things - Many people used Jecrells mods and didn't complain about it before then. I felt the need to clear the air there cause I kinda jumped the gun on that mod awhile back.
A list won't help much and can most likely be inaccurate. The whole part about context matters a lot. Just try not have to have too many complex mods installed at once. Better yet, learn the tool yourself. What matters is if you are actually noticing the performance hit & if it's actually caused by a mod.
I've never used that mod so can't really say.
It says right at the top of that link that it's not maintained or curated by Dubwise. It's created by "fans of the analyzer" and I can tell at a glance that many of the entries are misleading.
I may have said something like that years ago when it was still fairly new, though I think the context was probably more related to library mods in general and how most of them "shouldn't" have any effect on game performance. Ever since like B17-18 or so jecstools got pretty chunky and hit critical mass by 1.0. The performance analyzer tool is pretty recent, the poor performance of jecstools has been fairly common knowledge for quite a while because it is very obvious even without a tool.
As for how it is now, it's abandoned along with all of jecrells other mods. He walked away from modding around 1.1. There are community releases for some of his mods, some claim they fix some of the issues, I'm sure they have done great work, but I doubt they have removed all of the impact they have on the game as those mostly come down to the features in the mods which all the dependencies require.
Depends on how you use it. With one or two races and a moderate size colony it has no real impact on performance and is usually quite stable all the way through the game in my experience. If you cram in alien races and recruit a lot of them into your colony, it can probably get pretty messy. I think most of the issues with the mod come down to the individual races though. The potentially impactful part of the base mod is the prelaunch patching it can do with a large number of races and mods that influence them like bionics, which again becomes a non-issue if kept small.