RimWorld
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RimThreaded
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Mod, 1.4
ファイルサイズ
投稿日
更新日
3.140 MB
2020年9月7日 19時32分
2022年11月12日 12時33分
162 項目の変更履歴 ( 表示 )

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RimThreaded

解説
RimThreaded greatly increases performance by multi threading the game.



IMPORTANT:
When RimThreaded updates, delete the "Caches" folder located in:

Steam:
Main:
\SteamLibrary\steamapps\workshop\content\294100\2222907981\1.3\Assemblies\Caches
Experimental:
\SteamLibrary\steamapps\workshop\content\294100\2652641362\1.3\Assemblies\Caches

Local:
Main:
\SteamLibrary\steamapps\common\RimWorld\Mods\RimThreaded\1.3\Assemblies\Caches
Experimental:
\SteamLibrary\steamapps\common\RimWorld\Mods\RimThreaded Experimental\1.3\Assemblies\Caches



Latest Changes:
-Added RimWorld 1.4.8347 support
-Fixed some more bugs with Remove Hediffs including pregnancy bug
-Fixed bug for removing filth





Read Our Wiki:
https://github.com/cseelhoff/RimThreaded/wiki
Mod Compatibility / Load Order:
  • Use RimPy to check mod compatibility and load order.
  • RimThreaded should be last.


See Known Issues:
https://github.com/cseelhoff/RimThreaded/projects/1?fullscreen=true
New Bug Report:
https://github.com/cseelhoff/RimThreaded/issues/new/choose


Join Our Community On Discord / Submit Bugs:
https://discord.gg/3JJuWK8



  • Big thanks to Sernior for his continued help bug fixing and performance tweaks!
  • Big thanks to JoJo for his continued help bug fixing and adding mod compatibility!
  • Big thanks to Brrainz (Pardeike) for Harmony and all of the coding help!
  • Big thanks to Kiame Vivacity for his help with fixing sound!
  • Special thank you for helping me test Austin (Stanui)!
  • Thank you bookdude13 for your many bug fixes!
  • Thank you to Ataman for helping me fix the LVM deep storage bug!
  • Thank you Ken for fixing RegionCostCalculator.PathableNeighborIndices!
  • Thank you Raccoononi for the RT 2.0 logo!
  • Thank you ArchieV1 [github.com] for the RT 1.0 logo!
  • Logo help from: Marnador [ludeon.com] and JKimsey [pixabay.com]
  • Thank you BaRKy for reviewing my mod! I am honored!
  • And thank you to others in Rimworld community who have posted their bug findings!



Some subscribers insisted that I set up a donation page.
For those looking, here it is: https://ko-fi.com/rimthreaded



Tags:
RT RimThreaded Threaded Multithreading Multi threading Performance TPS Optimization Optimized Optimize
人気スレッド 全て表示 (42)
30
2024年3月29日 22時41分
Pawns going idle when there's work to do
ChrisKesterson
6
2024年1月13日 10時04分
ピン留め: (Outdated) Incompatible Mods 18.3.2021 (Outdated)
nikos
5
2021年8月6日 20時14分
ピン留め: 1.2) my 400+ mod list for gamer using RT v2.3.9 (e5)
pgames-food
2,426 件のコメント
pgames-food 5月4日 15時19分 
ah ok
Alu 5月4日 9時28分 
@pgames its a bit messier than i listed as i drastically simplified the nature of the issue
but refueling sucks is well known problem
bradson 5月3日 23時11分 
@Robot Software Architecture is the keyword you should look up and get more familiar with, as an aspiring programmer. Optimizations aren't limited to only either micro-optimization or threading. Differences on scales beyond 1000 exist between primitive and well designed, scalable architectures.
pgames-food 5月3日 22時24分 
ah that thing about fuel types might have affected the Mushrooming Tree Stump buildings in my mod in the past :)

i basically copied a chemfuel generator (tweaked to be crafted via certain things, and to give an output of grown Mushrooms (rimshroom) every so many hours), but in 1 game, when i had like 20 of them, they all stopped producing when that timer was reached, (even in admin mode) :)

now i build less of them to play safe, but that same issue could crop up again im sure.
Alu 5月3日 18時56分 
in rimworld we have a garbage cleaner that to this day still cant clear world pawns reliably or even mothball them properly so you may have 5000 dead raiders still ticking as if they are alive on your map
we have a sound error that when you exit the game may fill your entire hdd with FMod sound errors that has been known about since 1.1 but never fixed or even explained

the entire concept of
the reds egglayer comp fix needing to exist

if you have too many fueltypes on the map then the refueling comp may just die and tick everything as a backup

the deep drills has a backup state where instead of just ticking for stone
it ticks for everything in existence that is seen very commonly causing immense perf drain at just 3 drills

theres all sorts of these issues that were reported to ludeon and got told "its not viable to fix that"
Alu 5月3日 18時38分 
it CAN
but it WONT be a magic fix
everyone here keeps taking it as a magical fix for rws problems
as per my words
BAD CODE IS BAD EVEN IF YOU THREAD IT
and ludeon
Literally has repeatedly denied basic level optimizations
even something as simple as fixing a missing ! in an early exit
was denied for 4 years
Robot 5月3日 14時34分 
Nevertheless, the much larger problem isn't much of a larger problem as parallel operation of well, everything would fix that heavily, especially if you just step loads with delta time in consideration & shift tasks dynamically which adds some overhead.

As a C programmer, I do admit some programming paradigms are significantly faster than others, but the compiler often times fixes your skill issues. Regardless, there isn't a much larger 'problem' as the main bridge here is C# being used against it's intended purpose, this isn't made with IL2CPP. The best course of action to maintain the games modularity & improve execution speed is parallel execution, as the best way to optimise it from this point would sacrifice, if not destroy it's modularity all together which would make updates harder, and break most mods.
Robot 5月3日 14時34分 
@Alu.
Uhhh, no.

Multi-threaded can quite literally (if done well) make it have significantly greater execution speed, especially on AMD devices with many cores. Even if the optimisation is garbage this would outperform a single (or in this case, dual-core) software setup.

Micro-optimising the code base would be to completely revoke use of Unity engine all together, as C# is not described for it's execution speed, as it's for modularity & high level abstractions.

'Bad Code' is somewhat a rare thing of modern time; Most compilers, especially of higher-level languages completely deny what you do, & compile to the 'more efficient ways' byte code.

Take C for example, run a check that'll never happen?
Denied, it's completely removed.
Make a recursive function?
Likely converted into a function with an unrolled loop to prevent stack spamming.
Alu 5月2日 18時01分 
Theres a much larger problem than that
Threading simply isn't a magical fix to performance

Bad code is bad
Even if it's threaded
Ludeon doesn't care to optimize
Dio 5月2日 13時53分 
With each update and each new mod they need to make it compatible with, this mod was an ever expanding framework that couldn't possibly succeed. In order for this idea to work, it has to be coded into the game itself and all mods need to be made around it. This mod is not getting any more updates.