RimWorld

RimWorld

TastyCookies Jun 17, 2018 @ 1:14pm
RimWorld Is Now 64-Bit in Version 1.0
Just letting you guys know that you can now access the 64-bit version of Rimworld with the latest unstable branch. Be advised that by default, RimWorld launches in 32-bit mode but that can be changed.

1. Open your RimWorld files in your steam/apps/common
2. Right-click on RimWorldWin64 and send to the desktop/create a shortcut
3. Rename the shortcut to RimWorld.
4. Use that shortcut from now on to run RimWorld 64-bit.

Of course it makes no difference in vanilla, but it has more of an impact when mods start coming out and you jam alot of mods in it. Put it this way, you can have over 200+ mods, play on the largest map size in a world with 100% coverage, and play for more than 100+ years with no random freezes and crashes.
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Showing 1-15 of 104 comments
Glerk Jun 17, 2018 @ 2:36pm 
1.0's largest map size is only 325x325.

I want my 400x400 back owo.
BlackSmokeDMax Jun 17, 2018 @ 2:41pm 
Originally posted by GlerkTheFlurp:
1.0's largest map size is only 325x325.

I want my 400x400 back owo.

Look in the options. Saw a post by Tynan saying you have to deliberately enable those sizes now. Haven't looked for that setting myself yet though, so no promises!

Edit: also need to check if that is only an option with 64 bit build, rather than the default 32 bit build.
Last edited by BlackSmokeDMax; Jun 17, 2018 @ 3:08pm
Zubat Man Jun 17, 2018 @ 4:08pm 
X64 bit mode, 200 plus sized colonies with 30 fps is no longer a pipe dream... Thank you Tynan.
Last edited by Zubat Man; Jun 17, 2018 @ 6:17pm
Astasia Jun 17, 2018 @ 4:47pm 
Originally posted by Zubat Man:
X64 bit mode, 200 plus sized colonies with 30 fps is no longer a pipe dream... Thank you Tyrian.

Good luck with that. Performance issues have never been a memory limitation.
Soharuda Jun 17, 2018 @ 5:30pm 
Originally posted by Astasia:
Originally posted by Zubat Man:
X64 bit mode, 200 plus sized colonies with 30 fps is no longer a pipe dream... Thank you Tyrian.

Good luck with that. Performance issues have never been a memory limitation.
May be such a slight increase not noticeable, not memory related but a 64bit integer (long) when used in a 32bit java application ends up being processed twice to work properly. I’m aware it’s C# but just trying to point there are some very minor performance differences
Zubat Man Jun 17, 2018 @ 6:18pm 
Game is running much faster for me so far.
Zubat Man Jun 17, 2018 @ 6:37pm 
Im playing with 140 guys on triple speed, game slows down but is playable, on normal speed only slightly slower than when playing with 4 colonists.


I got 32 gigs of ram.


I just started though ill give you a report in a few hours if I can keep them all alive lol.


NOTE: I am playing on a 275 x 275 map
Last edited by Zubat Man; Jun 17, 2018 @ 6:39pm
Glerk Jun 17, 2018 @ 6:51pm 
Originally posted by Zubat Man:
Im playing with 140 guys on triple speed, game slows down but is playable, on normal speed only slightly slower than when playing with 4 colonists.


I got 32 gigs of ram.


I just started though ill give you a report in a few hours if I can keep them all alive lol.


NOTE: I am playing on a 275 x 275 map
What's your CPU?
And could you give some screenies?
Zubat Man Jun 17, 2018 @ 7:00pm 
Im pressing the screen shot key and nothing is happening, is this just me can someone else confirm this? Did they disable screen shots for rimworld?


My CPU is an intel I5 -6500 3.20 quad core.



EDIT: When I saved game and exited it would not let me reload.



EDIT2: Ok new game!


Accidently went a little over board this time, so many colonists I litterally can't count them all, probably over 200... oops.


So many that on most I can see their names on the colonist bar, just the first letters on a few.

Game is running very slowly, like 10 - 15 fps in triple speed, but in normal speed the game while slow is actually still playable, just started will update you in a few hours.


BTW I am cheating, sorry have no choice I cant let them starve and the game has very few mods right now, so meals can only stack to 10 and I cannot make food more than one meal at a time, when A bulk meal mod and a storage increase mod gets added I will try to go a legitimate game without cheating with about 100 people and see how far I get.
Last edited by Zubat Man; Jun 17, 2018 @ 7:32pm
Astasia Jun 17, 2018 @ 7:45pm 
Playable is pretty subjective. Look at the B18 threads by Wiawyr, the game was "playable" for them with pretty ridiculous colonist numbers on the 32bit client. Memory wasn't a limitation, check how much ram you are using, it's probably less than 4gb. Each colonist is only a few kb of data, it's the AI controlling them that hits a CPU ceiling and causes performance to drop. I think there's some dynamic AI throttling that happens above like 40 or so colonists that causes significantly higher numbers to not impact performance as much. It's still bad, but doesn't seem to get as exponentially worse as one would expect, however it's probably massively reducing the effectiveness of each colonist.
Last edited by Astasia; Jun 17, 2018 @ 7:47pm
Draylynn Jun 18, 2018 @ 1:52am 
64Bit? Yes... Yes... Oh... Yes.... [Installs ALL the mods].
McGuffin Jun 18, 2018 @ 3:38am 
I wonder if mods that use dll will need to be compiled in 64bits too
Gmonkey88 Jun 18, 2018 @ 8:53am 
Originally posted by TastyCookies:
Just letting you guys know that you can now access the 64-bit version of Rimworld with the latest unstable branch. Be advised that by default, RimWorld launches in 32-bit mode but that can be changed.

1. Open your RimWorld files in your steam/apps/common
2. Right-click on RimWorldWin64 and send to the desktop/create a shortcut
3. Rename the shortcut to RimWorld.
4. Use that shortcut from now on to run RimWorld 64-bit.

Of course it makes no difference in vanilla, but it has more of an impact when mods start coming out and you jam alot of mods in it. Put it this way, you can have over 200+ mods, play on the largest map size in a world with 100% coverage, and play for more than 100+ years with no random freezes and crashes.
I tried that and I get an Error saying,"Data folder not found" Details: There should be 'Rimworld_data' folder next to executable

Do I need to also rename the Data folder?
brian_va Jun 18, 2018 @ 9:49am 
windows is just now gettig 64 bit? weve had it for as long as i can remember on linux.
Wiawyr Jun 18, 2018 @ 10:13am 
Originally posted by Astasia:
Playable is pretty subjective. Look at the B18 threads by Wiawyr, the game was "playable" for them with pretty ridiculous colonist numbers on the 32bit client. Memory wasn't a limitation, check how much ram you are using, it's probably less than 4gb. Each colonist is only a few kb of data, it's the AI controlling them that hits a CPU ceiling and causes performance to drop. I think there's some dynamic AI throttling that happens above like 40 or so colonists that causes significantly higher numbers to not impact performance as much. It's still bad, but doesn't seem to get as exponentially worse as one would expect, however it's probably massively reducing the effectiveness of each colonist.
I have achieved my dream. I am now a reference for measurements of performance.

YEAH!
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Date Posted: Jun 17, 2018 @ 1:14pm
Posts: 104