RimWorld

RimWorld

Z4G x-Tream Nov 10, 2023 @ 1:26pm
Max 130 TPS 2 year colony.
Started a colony a week ago, started with 110 mods and now at 200. I have noticed that the game can only run on speed 2 and not 3 or 4. For a colony thats only 2 years old that seems very bad.

I have added and removed mods here and there and changed mod order over the course of a week. Would that contribute to my incredible awful FPS/TPS? I have 8 colonists and 5 animals so that might not be the issue. Gonna try RuntimeCG today.
Would making a new colony help you think?

EDIT: RuntimeCG fixed it, peak 360-400TPS with a 2014 spec i5 4core CPU.
Last edited by Z4G x-Tream; Nov 10, 2023 @ 6:12pm
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Showing 1-12 of 12 comments
Z4G x-Tream Nov 10, 2023 @ 1:33pm 
NOTE: No errors in the log on game startup.
Joe Nov 10, 2023 @ 1:43pm 
Yes, some saves are sensitive when mods are rearranged. Had a colony that had around 30+ pawns and around 250+ mods. Added a single mod that rearranged the mod order then couldn't draft colonists anymore at the same time and massive stuttering during the start of a loaded game. Had to save again, then reload for it to run slightly smoother. Removing the mod didn't help at all afterwards.

Also, some mods don't like being removed midgame, so that could have also contributed to the issue despite no errors show in your save game.

So, worst case scenario, a fresh game start in general. Not just a new colony.
Z4G x-Tream Nov 10, 2023 @ 1:52pm 
Its always a bummer to start a new colony since its my first colony in a long time, but its worth it nonetheless. Thanks man i will try off with a new colony and we'll see.
Astasia Nov 10, 2023 @ 1:54pm 
Originally posted by Z4G x-Tream:
I have added and removed mods here and there and changed mod order over the course of a week. Would that contribute to my incredible awful FPS/TPS?

Very possible. It could also just be a bad combination of mods though. Some mods have a very large performance impact, especially when combined with others. Hospitality is one for example that is usually fine "on it's own" to some extent, but in combination with other mods can cause crippling performance issues, and those issues tend to not show up until a few years into a game (because what it does is prevent world pawns from being cleaned up, and those build up over time, any mod adding extra processing to world pawns causes an exponential buildup of TPS loss).
Dr.Acula Nov 10, 2023 @ 2:06pm 
I have a rule for myself that I never add mods with new mechanics into an existing savegame. The only thing I may add at times could be quality of life mods or UI changes.

Adding gameplay changes (like Vanilla Expanded Vehicles) into a colony that is in mid or endgame could cause everything to just stop working altogether and I might lose the savegame.

So my recommendation would be that if you want to try out new gameplay mods it's usually best to do it with a new colony. But it's just how I approach it. You do you...
Z4G x-Tream Nov 10, 2023 @ 2:08pm 
Originally posted by Astasia:
Originally posted by Z4G x-Tream:
I have added and removed mods here and there and changed mod order over the course of a week. Would that contribute to my incredible awful FPS/TPS?

Very possible. It could also just be a bad combination of mods though. Some mods have a very large performance impact, especially when combined with others. Hospitality is one for example that is usually fine "on it's own" to some extent, but in combination with other mods can cause crippling performance issues, and those issues tend to not show up until a few years into a game (because what it does is prevent world pawns from being cleaned up, and those build up over time, any mod adding extra processing to world pawns causes an exponential buildup of TPS loss).

Yeah thats what imma try first, run RuntimeCG to clean up, if not might remove some mods etc. Luckily im using Rimpy which makes the process so much faster.
Z4G x-Tream Nov 10, 2023 @ 2:32pm 
Originally posted by Dr.Acula:
I have a rule for myself that I never add mods with new mechanics into an existing savegame. The only thing I may add at times could be quality of life mods or UI changes.

Adding gameplay changes (like Vanilla Expanded Vehicles) into a colony that is in mid or endgame could cause everything to just stop working altogether and I might lose the savegame.

So my recommendation would be that if you want to try out new gameplay mods it's usually best to do it with a new colony. But it's just how I approach it. You do you...

Yeah i know, i added one mod at a time and tested the game. So after i added about 160 mods i was satisified and ready to play. After a while i added some mods i forgot here and there, thats most likely what ♥♥♥♥♥♥ my game.
Z4G x-Tream Nov 10, 2023 @ 6:11pm 
Originally posted by Ninefinger:
I use this, https://steamcommunity.com/sharedfiles/filedetails/?id=2982026860

I really need to stuff my modpack with performance mod, only have Rocketman and RuntimeCG lol. Thanks, i appreciate that!
Ninefinger Nov 10, 2023 @ 6:31pm 
Originally posted by Z4G x-Tream:
Originally posted by Ninefinger:
I use this, https://steamcommunity.com/sharedfiles/filedetails/?id=2982026860

I really need to stuff my modpack with performance mod, only have Rocketman and RuntimeCG lol. Thanks, i appreciate that!

I do not recommend rocketman or performance fish personally. Here is a list of the mods I use.

https://steamcommunity.com/sharedfiles/filedetails/?id=3062378069

There was a site that listed all the mods that were really poor performance and should be avoided, not to bash on the mods but to let people know the impact they have, their utility might outweigh the performance cost to some people but to me I need the most performance possible and want to stay true to vanilla as much as possible too. If I can find that site I will post it.
Last edited by Ninefinger; Nov 10, 2023 @ 6:32pm
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Date Posted: Nov 10, 2023 @ 1:26pm
Posts: 12