RimWorld

RimWorld

slow game, too many pawns
hey , I know that the subject has often been raised but I haven't seen any response, as soon as there are too many pawns on the map, it slows down the game so much...
Has a solution to this problem been found yet?

I should point out that I have to play about ten mods.
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Showing 1-13 of 13 comments
game engine doesnt run well if theres a lot of pawns modded or not.
Astasia Jan 30 @ 10:19am 
Originally posted by Destriss:
Has a solution to this problem been found yet?

Yes. Play with fewer pawns. There's always going to be a "too many pawns" no matter what, whether that is 30 or 50 depends on your CPU, but even if the game was optimized more it just pushes that number up a bit. Lets say they get it so 50 colonists is smooth for most people, now people complain it slows down at 100, etc. The game is largely balanced and designed around roughly 12-20 colonists. Find out what population your CPU can handle and stick to it.
There are some mods that can help out. Just search "performance" on the workshop and you'll see a few. Namely rocketman, dubs performance analyzer, etc.
Last edited by (looking for food); Jan 30 @ 5:02pm
Performance fish, can not recommend it enough. Made a HUGE difference.
Originally posted by Good Old Jim:
Performance fish, can not recommend it enough. Made a HUGE difference.
It's what I use and it's a life saver. But honestly think it's time for the devs to incorporate performance fixes into the game officially this isn't something I feel you should have to mod
Astasia Jan 30 @ 9:07pm 
Originally posted by Chibi Life:
honestly think it's time for the devs to incorporate performance fixes into the game officially this isn't something I feel you should have to mod

Every major update includes significant performance improvements. 1.5 has like at least a dozen lines of optimizations in the patch notes including multithreading the pawn rendering system, 1.4 was similar and included threading the particle system and something with plants that I think is still undocumented.

The things performance mods do specifically are usually pretty hacky and can make the game unstable or cause a detriment to certain gamesystems, or are designed to fix performance issues caused by mods. Some of their fixes are still incorporated into the main game when they turn out to be effective though, some of what Rocketman used to do is now base game (IE stat caching is now vanilla, I think that was a 1.4 change).
Last edited by Astasia; Jan 30 @ 9:09pm
eMYNOCK Jan 30 @ 9:37pm 
map size + entities + pathing = sluggisch game.

some ways to ease the pain.. smaller maps, less pathing choices... fewer entities (wich basically results in fewer possible ways to every reachable tile that need to be calculated).

there is also the odd mod or two that just helps with these.
Originally posted by eMYNOCK:
map size + entities + pathing = sluggisch game.

some ways to ease the pain.. smaller maps, less pathing choices... fewer entities (wich basically results in fewer possible ways to every reachable tile that need to be calculated).

there is also the odd mod or two that just helps with these.


Honestly on some runs I find small maps to be fun. Makes you have to get creative with your building processes. I've also noticed it seems to mainly be animals and plants on the larger maps. Ive ran a huge map smoothly before but it was a coastal cliff map (Geographical land forms mod) and half the map was either stone cliffs or water. Which kind of makes sense a tree doesnt take up a lot of proccessing power but 3000 trees on a swamp map all growing and dying and etc....
eMYNOCK Jan 30 @ 9:54pm 
i have a HUGE (more than 300x300 tiles) map with a vast nothingness... aka a space ship from SOS2.. smooth as butter.

but dare you to establish a colony planetside... once the animals, visitors and raiders start to roam around...

thing is.. vacuum won't get dirty... if there is nothing on a tile nobody has a reason to path to it and nothing will grow there... pretty much like deep and deep ocean water... except its pathable if it needs to be traversed.

less pathing, less ticks spend on calculation.
Last edited by eMYNOCK; Jan 30 @ 9:55pm
"too slow too many pawns" Time for Randy Random and the hardest difficulty my friend.
Originally posted by Astasia:
Originally posted by Destriss:
Has a solution to this problem been found yet?

Yes. Play with fewer pawns. There's always going to be a "too many pawns" no matter what, whether that is 30 or 50 depends on your CPU, but even if the game was optimized more it just pushes that number up a bit. Lets say they get it so 50 colonists is smooth for most people, now people complain it slows down at 100, etc. The game is largely balanced and designed around roughly 12-20 colonists. Find out what population your CPU can handle and stick to it.

i dont have 20 pawns

But when enemys attack , there are 50+ and my game is slow.
Astasia Feb 2 @ 10:57am 
It shouldn't drop below 60 TPS during an enemy raid unless something is going wonky or your CPU is really not great at single thread performance. But ya, 50+ enemies will make the game slower than not having 50+ enemies, there is some amount of performance loss during that and the game might not run smoothly at 4x speed, but you probably don't want to be fighting a raid at 720 TPS anyway. =p
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Date Posted: Jan 30 @ 9:41am
Posts: 13