RimWorld

RimWorld

Any plans of rimworld 2 or some kind of full overhaul that fixes the abysmal slowdown over time?
Running the game on a 14600kf with 32gigs of ram, but im not gonna mince words: Even though i put over three thousand hours into this game, i have nothing but contempt for it at this stage and its solely and specifically due to two reasons:

1. Over time slow down
2. Stability with modding

The entire game is basically one single, massive memory hole, that bleeds into nothingness as time goes on. Its literally generating for itself so much bs, so much utterly nonsensical trash to keep track of, that it simply breaks down over time.
Every ♥♥♥♥♥♥ pawn you meet gets recorded and tracked, and the mods that try to justify this by emptying the corresponding lists, tend to simply break the game afterwards.

Same with modding. I have absolutely no idea what changed with the game over time, but compared to the times with the original standard game, me putting on just 20-30 of the more popular mods already causes events to fall apart, break down the internal logic of pawns and more.

TL;DR: I loved this game to bits. Now its just an unplayable shell of what it used to be.
An unstable mess which i cant even run for a couple of hours without ending up unable to speed up the ingame time properly.

Feels like the game is 64 bit only in name. Its more like 16 bits in the practice.
Instead of making the issue worse by writing f-ing dlcs how about working on rimworld 2 or something that addresses the utter ms-dos based bs that is it's engine?

EDIT:
Oh and the lack of QoL is also adorable.
Even though you have page after page of mods which address basic functionality of the game such as having a pawn editor, the dev refuses to put any of those into the core game where they would be probably ACTUALLY FUNCTIONING instead of putting your players through 789564 hoops of checking what mod breaks what mod with 4 different script extenders.

The only f-ing thing i feel at this stage when i look at rimworld is frustration because of the utterly nonsensical priorities of the creator.
And now another dlc is in progress because god knows we need some gasoline on a pyre that is already burning due to the engine's architecture.
Last edited by Aerensiniac; Jan 6 @ 9:02am
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Showing 1-15 of 43 comments
Astasia Jan 6 @ 2:00am 
1. It's your mods.
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.
Aerensiniac Jan 6 @ 3:44am 
Originally posted by Astasia:
1. It's your mods.
For one: that kind of answer goes only so far when your game is literally based upon modding, aka: Nobody cares why the most popular mods of your game WHICH USED TO WORK JUST FINE, now after X dlc and patches, turn the entire thing into an unstable mess.

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.

Originally posted by Astasia:
2. The modding support and stability this game provides is second to none.
*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.

Originally posted by Astasia:
*snip*
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.
*snip*
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.
Astasia Jan 6 @ 3:52am 
No, it boils down to the fact the game runs fine if you just fix your mods. If you refuse to do so that's on you. Mods can do anything in this game, they can create a process that spams thousands of times per tick to make the game unplayable, just one mod can destroy your performance, that's the fault of the modder for making a crappy mod, and your fault for using it and refusing to uninstall it when you notice your game isn't running as smoothly as before.

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.
Last edited by Astasia; Jan 6 @ 3:52am
Works as well as it always has on my machine, with mods. Perhaps whatever "popular mods" you're trying to use have gotten increasingly bloated over time?
Ribera Jan 6 @ 5:04am 
Just try avoid "hospitality" mods and Vanilla Expanded series, or do not use all of them at once.

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.
Sounds like you definitely have some mods killing your performance. I have an aging pc and a processor that is often choking out my performance on many a game and I can still keep it playable as long as I don't go mod crazy. If my hunk of junk can play Rimworld your mods are definitely a problem.

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.
Last edited by MadArtillery; Jan 6 @ 8:27am
Originally posted by Astasia:
No, it boils down to the fact the game runs fine if you just fix your mods.

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.

Originally posted by whatamidoing:
Works as well as it always has on my machine, with mods. Perhaps whatever "popular mods" you're trying to use have gotten increasingly bloated over time?

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.


Originally posted by Ribera:
Just try avoid "hospitality" mods and Vanilla Expanded series, or do not use all of them at once.

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.
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.

Originally posted by MadArtillery:
Sounds like you definitely have some mods killing your performance. I have an aging pc and a processor that is often choking out my performance on many a game and I can still keep it playable as long as I don't go mod crazy. If my hunk of junk can play Rimworld your mods are definitely a problem.

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.
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.
Last edited by Aerensiniac; Jan 6 @ 8:59am
Astasia Jan 6 @ 9:11am 
Originally posted by Aerensiniac:
I know all diagnostics in and out of game that this game has.

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 my rig can do 2x speed after like 5+ ingame years I'm sure whatever your running can pull it off if you pull your head out of your ass enough to realize not being able to speed up at 40 bloody minutes into a colony isn't normal.
Last edited by MadArtillery; Jan 6 @ 9:17am
Yeah, Skyrim runs far less on the processor; unless you do something insane your GPU is going to be the limiting factor. Everything important in Rimworld runs on the CPU, and it has a lot more going on there than Skyrim.
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.
Doesn't take a large overhaul even. Something dumb like avoid friendly fire can obliterate tps. Run into it with a few people on here. Modders don't always do a great job on efficiency, optimizing is legitimately challenging a task though so not too surprising, a lot of my husbands job is optimization for a reason. 10-1 it's some QoL mod

Originally posted by whatamidoing:
Yeah, Skyrim runs far less on the processor; unless you do something insane your GPU is going to be the limiting factor. Everything important in Rimworld runs on the CPU, and it has a lot more going on there than Skyrim.
If you think the issue is mods not properly upgrading to new versions, how is that the game's fault?
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.
Last edited by MadArtillery; Jan 6 @ 9:59am
Originally posted by MadArtillery:
Originally posted by whatamidoing:
Yeah, Skyrim runs far less on the processor; unless you do something insane your GPU is going to be the limiting factor. Everything important in Rimworld runs on the CPU, and it has a lot more going on there than Skyrim.
If you think the issue is mods not properly upgrading to new versions, how is that the game's fault?
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.
Definitely, but that's not what he's talking about.
Myself I haven't really noticed any kind of slow down but I also don't play for like 5+ year colonies or have dozens of pawns, I usually max out at about 12 usually. The biggest thing I saw when it came to slow down was the game would often have a 'hicup' when I got a trade caravan.

And my rig is.... well, generic enough that I never really cared to memorize the specs.
I dont notice a slow down with time but I get one with huge amounts of moving parts (Pawns, Animals, Plants/Farming). Which generally late game as it takes time to build up/grow your colony. Id live to have a Rimworld 2 for Multi thread support though.
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Date Posted: Jan 6 @ 1:40am
Posts: 43