RimWorld

RimWorld

3,713 ratings
Smart Speed
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Mod, 1.4, 1.5
File Size
Posted
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69.869 KB
Sep 6, 2018 @ 3:31am
Mar 17 @ 11:50am
14 Change Notes ( view )

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Smart Speed

Description
[www.patreon.com]

Updated 16/03/24: Updated to 1.5

Features:

- Enables ultra fast speed without developer mode
- Adds ultra speed icon
- Allows you to set Event speed multiplier by right clicking the speed arrows. Event speed multiplier defines at which speed the game should run when an event happens. The vanilla game locks you at normal speed during hostile events (eg. combat). This setting is preserved through save/load.
- Mod options to configure the multiplier for each of the four speeds

Event Speed Mode

- Right click on speed control UI
- Slow : x0.5 speed (half of normal speed)
- Normal : x1 speed (default setting)
- Fast : x2 speed (twice normal speed)
- Half : Half of current game speed
- Ignore : Ignore force event speed

Incompatibilities

It has been reported that No Forced Slowdown produces an incompatibility

Soft incompatibility with Dub's Performance Analyzer, since both mods modify the same code. Reported by Kriger: I discovered it's a conflict with Dubs Performance Analyzer mod, more especifically a setting called "Reduce stutters while panning". Disable that (you can have all the others enabled). Close your game and re-open (VERY IMPORTANT!). If still doesn't work deactivate Dubs mod and activate again, open dubs settings in-game and enable everything except for "reduce stutters while panning".

FAQ

Q: This mod doesn't make my game run faster, what gives?
A: Smart Speed is not a performance mod, what it does is it unlocks (and let's you configure) the speed at which the game runs when you press the speed arrows. If you mod can't run at 1000 TPS, setting speed x4 to 3600 won't magically make it run faster.

Credit

Original mod created by AlcoholV. Maintained in B18 by Kartel'.

Huge thanks to Bradson and Wiri for helping me optimize the code further.

Older versions

Get them on GitHub! https://github.com/juanosarg/Smart-Speed/releases

License

Released under MIT license, https://opensource.org/licenses/MIT
598 Comments
Sarg Bjornson  [author] May 19 @ 5:31am 
It could be, I'd rather cut my own hands with a rusty spoon than use anything made by Apple XD
lol May 19 @ 5:28am 
Could be the Mac issue
Sarg Bjornson  [author] May 19 @ 5:26am 
Yeah, that just doesn't happen to me. Dunno what to tell you
lol May 19 @ 5:21am 
Here's a screencast youtu .be/BLJI5mqnAZM. Pawns start showing 'drift' behavior at 0:25 (after raid), then stop at 0:35 (for no apparent reason) and continue at 0:50 until the end of video. Core version 1.5.4085 rev547 64bit; harmony v2.3.3.0.
Sarg Bjornson  [author] May 19 @ 3:25am 
Can't replicate, just tried. There is no "drifting" at all. And I can't see any possible way why this mod would affect that
lol May 19 @ 3:17am 
Yes it is. Isolated to Harmony / Core / Smart Speed. Dev mode, dev quicktest, raid. When the enemy pawn is close, check play/pause; the pawns move as if on ice. Drafting/undrafting makes colonists even 'drift' while paused. Possibly has to do with collision.
Sarg Bjornson  [author] May 19 @ 2:58am 
Not caused by this mod
lol May 19 @ 2:13am 
"Pause-play-pause" at 1x speed during combat makes pawns "wobbly" so that they don't stop immediately on pause. The behaviour is similar to when the pawns don't freeze momentarily if the Esc button is pressed.

This brings less control in combat, which isn't my cup of tea. However the 15x speedup is fantastic feature.
Sarg Bjornson  [author] May 13 @ 8:55am 
Listen to these two people because they are probably smarter than me
Brandon12340987 May 13 @ 3:49am 
"After saving, closing the game and opening again fixed the problem." sounds like your mod list may have a memory leak i suggest using Dub's Performance Analyzer to help identify the issue and include some performance mods