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As a mod no it's probably not viable as it would likely cause a lot of conflicts. Practically your concept is no different from just using larger animals anyway. Instead of 50 chickens use 5 horses, similar amount of yield. There are larger modded animals if you want to take it even further, several dinosaur mods for example where you can have brontos which are several times larger than horses.
https://steamcommunity.com/sharedfiles/filedetails/?id=2038874626
(20-30 chickens already shows a significant drop of performance on my PC, maybe more if you have stronger)
Now, let's compare it to 20-30 objects moving at the same time at Touhou (Faith) series, maybe 20-30 pinballs it shouldn't show exhibit the same performance drop since essentially it just moving like 256x256 pixel worth PNG times 20 or 30.
More than moving,
It seems to to evaluate what would happen within the created path. A lot of checks.
Maybe it can be turned down a bit, from real time to every 1s for instance.
Or perhaps simpler behavior algorithm for non humanoid objects.
Just words from a fool tho, I'm not a programmer or anything.
Oh why I'm bringing the AI war or Star Ruler because at the start, you can control individual ships there. Enemy came at singular entities. It rather important to remember that RW regards every animal at the "Wild Life" or "Animal" tab as singular, unique. They can mate, birth, injured, sleep, stressed, and producing something. Ships at Star ruler also have sections which you can design at the hexagonal dot editor. Losing the engine tile for example, will lose some propulsion. Not sure how they can safely merge from a singular to a flock and vice versa seamlessly, but it is an interesting proposition.
Just an aside on Star Ruler (the first one) - It uses the same wavefront object model for all ships. That's unusual. While the wavefront object file format is still excellent and very broadly, nearly universally supported due to its simplicity, it's not usually used as the base file-type in video games. It has some limitations that are easier and/or more efficient to overcome with other file formats, which can help offset file-size/load differences. (I don't know what sort of renderer it was using.)
An interesting game, but the game's design is such that a lot of value is placed on individual ships/ship types due to how "Ship Design" works, but gameplay reveals that the player can't place much value on them. Ship Design is truly unique and very clearly breaks the mold in "thinking outside of the box." (A unique ship design feature with overlapping components, indicating whether or not the components effect each other, and positional placement indicating, somewhat, physical location on the ship.) The tech curve is interesting, but short-lived. Some of the automation tasking is top-notch, yet... they didn't take it very far. (Automating supply, repair, support of construction/mining is great.) It would have been a good game if it had NOT been just a RTS/4X combat space-battle game and they had, instead, focused more on exploration, building, expansion, etc, with a different sort of combat element instead of faction/vs.
PS: I don't recommend it except for gamers truly interested in examining very unique game construction/systems. It is not a "fun" or "good" game in its entirety, but has some very interesting gameplay elements that truly deserve some positive recognition. I never played any of the others in the series.
This has been "Off-Topic Hour with your host, Mork Typestoomuch." :)
Note: The critical part above related to performance is that "ships" are really just logical points in space with one universal model visually marking each one. These are "instanced" (basically meaning duplicated copy/pasted in regards to 3D). Their stats/designs are likely just tied to the points in a table. Though, performance is still nice considering the "swarm" style of gameplay. There's not much in terms of 3D movement, with ship movement actually being a "layered" approach, so actual 3D coordinates are truncated, somewhat, for combat calcs, IIRC.
*****
On Late Game "Slowdown":
I've never experienced it. Not once. And, that's even when playing on an old i7 with 8 gig of Ram on a classic HD spinning platens..
Why?
Because I have only ever run a very tiny number of mods, when I did run the game modded, and do my very best to keep colonist numbers below twenty, which is the gameplay limit IMO, given that management features are lacking to make managing a colony over that number "fun." My limit is generally fifteen colonists. If I have ever purposefully had more colonists, I would have viewed that as a liability, not for "performance" reasons, but for gameplay reasons.
Managing large colonies in Rimworld is not fun. It's not the gameplay scale that Rimworld is focused on to present "good gameplay." It can also significantly effect the game's challenge, goal-setting, gruntwork, etc... It tips the teapot over, so to speak, when one has too many colonists. (If one enjoys playing with lots of colonists, use mods to fix the gameplay.)
Every single one of my maybe <10 mods I have run have been very thoroughly researched in terms of performance impact, stability, and gameplay. I have never, ever, just blindly installed a mod because it "looked cool."
I've run chicken farms, long ago when it was an interesting/fun/Rimworldy thing to do. I didn't have any issues, but that may have been due to the fact that I did, once, have a chicken farm get out of control... and stopped doing that. :) (Had lizard and turkey farms, too - I'm unbiased.)
There's a tendency for certain types of gamers to see certain performance indicators as a "game quality indicator" or even a "gameplay goal" in-and-of-themselves... They think that because they can retrieve some number from something that the better the relative number of whatever it is they get a report on, the better they are, the better the game is, the more positively confirmed their hardware choices, or the more valuable a human-being they are...
If you have fun, the game is fine. If you do not, then it may not be the game for you. If you place more value on a reported performance indicator number that doesn't likely effect the gameplay you experience, you may need to examine quality of life features unrelated to gaming, computers, or numbers.
I always thought of Star Ruler 1 as being a fairly traditional if light space 4x, with some pretty interesting ship design and scaling concepts. With mods you could hit a pretty good balance to the game, but it was prone to crashing.
Star Ruler 2 just dove right off the deep end trying to be innovative on everything, it feels more like a board game than a space 4x. The map is a bunch of "tiles," the planets are connected together in complex chains like some sort of merging mini-game to level them up, and diplomacy is literally a card game. It did not do well and the devs went out of business. They did make the game open source years later, but I don't know if that got any attention.
Gigamelon sounds like they were talking about SR2, which added the hex based ship design. The mechanic in question though is how fleet ships work, every fleet was a single flagship usually with some attached support ships, the support ships were generally much smaller and the player could not control them at all, and in most situations they just drifted in formation around the flagship moving as one entity until entering combat when they started acting independently based in AI settings in your ship design. I don't think it was doing anything special with AI grouping though, the support ships were just extremely basic allowing you to have thousands of them in play.
Anyway, I think both SR1 and SR2 are worth trying on sale, they are very different games, but neither is amazing.
And raptor lake is pretty damn good on this front already, my 13700k almost tripled the tps over the 10750h of my old laptop.
Really looking forward to the single core cinebench and Passmark benchmarks of AMDs newest chips and how much they can challenge/beat raptor lake chips.
Concerning V3 cache they already have a big lead, which is very apparent in Factorio for example. CPU market finally is exciting again :D
Again, I'm totally with you in the wish for better optimization by Ty and his team, and I'd love to see Rimworld becoming a better large colony sim myself. Unfortunately, my hopes for that are rather low as for one, again, it's non -trivial and for another Tynan's vision still seems to be the story generator and smaller colonies that eventually win by leaving the planet.
Which in all my hours in RimWorld I never did and never even tried and I doubt I ever will as maintaining a large colony even in lategame is pretty entertaining to me.
Maybe I did misjudge your intentions however. If I came off too confrontational, which I'm sure I did, I apologize. I just have a rather short temper to what I (sometimes wrongly) perceive as troll posts (PTSD from the total war Warhammer steam forums).
At some point you gotta shift the blame for something not performing well onto the Studio.
That being said Mods are your best bet if you genuinely don't want to upgrade something just so you can muscle your way through obvious inadequacies for a single game.
Rimpy has a built in feature that compresses textures to DDS format, that gave me personally a huge improvement to performance and load-times.