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2. The modding support and stability this game provides is second to none. The fact it has so much support for modding is why mods are able to do so many crazy things, and some of those crazy things cause performance issues. It's entirely on you to look at a mod and decide if it's going to be worth whatever performance hit it might have. The only way the devs could "fix" this would be to significantly limit what modders are allowed to do, and nobody wants that.
The game itself doesn't have any issue with "memory" and your assumptions about how things are tracked is inaccurate. Go look at the size of your save files and really have a good think to yourself whether 30-60mb of "memory" is a "massive memory hole" that would be "breaking down" your performance. That's nonsense. The game doesn't keep track of everything, it regularly culls information that is no longer relevant, it also stores most of that information in an inert way which has no impact on performance.
The main cause of performance issues in long term games, beyond having too many colonists/animals, are mods that preserve world pawns and keep them ticking. Normally the base game culls world pawns regularly to keep the number of them limited, and most of the ones it keeps around are mothballed so they aren't ticking or affecting your performance at all. Some mods add things like hediffs to world pawns that cause them to constantly tick (some disease mods for example), other mods add protections to world pawns to prevent them from being culled (Hospitality or VFE Empire for example), combine a couple mods like that and your world pawns bloat and constantly tick which can drag down your TPS in a long game.
I have a Ryzen 7 7700X, I can play a save for 10+ years on a 400x400 map and never drop below 360 TPS, much of the time I'm running at 900 TPS using a mod that allows the game to go even faster than normal, because I can, and because the game performs well enough to do that if you just control your mods. I'm not talking about using a small number of mods either, my current modlist is ~250, and I'm not using anything like Performance Fish or Rocketman or whatever as those are just bandaids that attempt to fix problems caused by mods, it's just about paying attention to which mods you are adding. Stop using broken mods and you can enjoy the game at full speed.
For two: "which used to work just fine" -> modding stability decreased by leaps and bounds over the dlcs and patches. The original base game is at this stage incomparable to the mess that is the current mod base of the game, and thats only as far as stability goes, cause the performance drain for a game is still an issue, regardless of modding, and so is the unwillingness to address QoL features which in turn FORCE the players to mod.
*cough* Bull$hit.
I wont argue that its easily in the top 50 or 20, but the notion that this game is the number 1 champion of modding and stability... that just means that you have modded 2-3 games in your life so you have no basis of comparison.
We can prance around semantics whether its the ticks that cause the performance issue or track keeping (which is pretty much one and the same thing) but it changes absolutely nothing about the state of the game which is that a top down, 2D mspaint mess is choking and throttling the f out of some of the current best hardware of the market, you only need to give it a few mods.
Sorry.
I dont know what to tell you.
I originally played this game on 6700K, and the humor part of the equation is that it ran better long term AND WITH MORE MODS than the current pile of shait the game has turned into, and no amount of pointing at the mods will alleviate this issue, because most of this worked. Not in a stellar, and problem free fashion, but it did.
Today, its pointless to even try, and thats coming from someone who put a thousand and how many fck of a hours into this game because it was just that good.
The game runs flawlessly for me, having a modern CPU and the last few performance updates have made a huge difference. I can throw in hundreds of mods and play a save for a hundred hours and it still runs smoothly. If I can do it so can you, if you just look into what mods you are using and which ones are broken. Blaming the dev because you broke your own game to the point you find it "unplayable" is just ridiculous. User error.
Playing at second speed is painfull, everything is so slow. Third speed lead to fps spike after 3-4 years on modded games at heavy biomes.
I personally pick always desert, extreme desert or Mechanoid biome from Sarg, they are pretty cheap.
Popular mod does not mean, runs well, low performance hit. Often it's the most popular mods doing fancy things or high upkeep things that cause the largest slowdowns.
Dude my playtime is 3147.9 hours
I know all diagnostics in and out of game that this game has.
Wanna bet that you cant tell me anything i have not tried short of writing and fixing mods by hand?
Whats your next suggestion? I should write a new engine for the game?
Should i write rimworld 2 while im at it?
Nonsense. I stated a fact for you. Thats it. The game deteriorated over time.
My playtime is there to stand witness over the fact that i absolutely have been there and seen it happen. Progressively. Major patch after Major patch.
Bemoaning me for this statement offers no point, no argument, no nothing, you are just asking for a flame war.
Nah, from what i can tell, they were just not properly transitioned.
The majority of my mods is made up by Oskar Potocki's Vanilla series.
He is known for basically just slapping the new version number onto his stuff, so there are several mods which literally had items and buildings fall out of it due to never been fixed past release, but the thing is, that technically there are very few mods which survived the constant major patches in a working condition, DESPITE being in the first 5-10 pages of the most popular mods list.
Cant even think of running those larger overhaul mods.
Rimworld of Magic and you wont be able to add anything else even tho i usually preferred to run DubWise's mods as well from Rimfeller to Bad Hygeiene. Those mods add brand new ticks to keep track off so the game is decimated to sht within the hour of starting a new game.
Well thats the problem isnt it?
Define what is "playable" or "mod crazy".
Cause sure, i can probably run the unmodded game just fine, but the thing is that i used to be able to run 100+ mods at one point.
Last time i rebuild my mod library i went for 26 mods i think, and then i uninstalled the entire game to fck because after like 40 minutes i already couldnt speed up the ingame time past normal speed.
And again: I am at this stage just skipping on the large overhaul mods like rimworld of magic or bad hygiene cause they destroy game performance.
The TL;DR after 3000+ hours is the same: This game went to sh*t.
A 2D ms-paint game that chokes a fcking 14600k, meanwhile ppl are out there modding skyrim to 4k textures with 112 mods and potential stability issues aside, the game runs just fine in terms of performance.
Rimworld is fcked. Has been fcked since the start due to the 32 bit engine, and the band-aid bs they did to upgrade it to 64k is a joke.
You clearly do not. I've spent years on these forums helping people fix the issues like the one you have caused for yourself, I've listed multiple common mods I know to cause those issues (though there are certainly many more). There is a way to fix it and keep playing, if you want to ignore my advice and continue to stamp your feet and pretend it's the dev's fault that's on you, but don't be shocked when everyone disagrees with you.
If you think the issue is mods not properly upgrading to new versions, how is that the game's fault?
*cough* Bull$hit.
I wont argue that its easily in the top 50 or 20, but the notion that this game is the number 1 champion of modding and stability... that just means that you have modded 2-3 games in your life so you have no basis of comparison.
"
I would like to know which games are you referring to you? I haven't really seen a game with this expansive and supported of a modding scene.
Steam workshop does suck for updating mods. I have to manually unsub and resub all the time in Total war warhammer 3. That is 100% a steam workshop problem though.
And my rig is.... well, generic enough that I never really cared to memorize the specs.