RimWorld

RimWorld

5,629 ratings
RocketMan - Performance Mod
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
26.914 MB
May 6, 2021 @ 9:10pm
Apr 22 @ 10:44am
104 Change Notes ( view )

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RocketMan - Performance Mod

Description
Error reporting to almost any mod requires alog these days
Use https://steamcommunity.com/sharedfiles/filedetails/?id=2873415404 to get said log

Our lord and savior Zetrith has blessed us with the Prepatcher! Please go show them some love!
CHECK IT OUT THE PREPATCHER BY ZETRITH
https://steamcommunity.com/sharedfiles/filedetails/?id=2934420800

RocketMan for RimWorld 1.4 is now out!
RocketMan: 2 Fast 2 Stupid update
Reintroduced the legendary GlowGrid Fix for smoother GlowGrid updates!
GlowGrid Fix Explained
RimWorld has a very bad implementation of the lighting grid. It basically recalculates the entire light grid for the entire map any time a change occurs such as a light bubble being switched on/off or fire. RocketMan makes the updates only occur in the relevant areas. This will result in a smoother game experience and generally removing light related lag spikes. It can reduce a 2 second spike to 0.1 second or less!

RocketMan
RocketMan is designed to improve RimWorld performance and loading times. It can add up to 500 TPS back to your game improving your FPS and overall experience. This mod has been in development and testing for over then 9 months with +1200 hours of work.



Please note this mod is still in development and can have some problems.

For more tips on performance by performance nerds JOIN the RocketMan Discord server[discord.gg]

Important note: RocketMan should be the last mod in your mod list.



For more tips on performance by performance nerds JOIN the RocketMan Discord server[discord.gg]

Features:
  1. Loading time reduction: RocketMan will cache the final def structure on loading. This means that the patching process can be skipped on the next launch greatly reducing loading times when using large a mod list with a lot of patches! (especially with mods like CE). The cache will be cleared automatically on any change.
  2. Time dilation: time dilation is a feature of RocketMan where it throttles the tick rate of animals from 60 Hz to 5 Hz. This allows you to have hundreds of world pawns and animals on your map with almost no performance impact.. This will lead to a huge performance impact on large maps and old colonies.
  3. Statistics caching: RimWorld; without RocketMan, will do the same calculations for stats every tick. RocketMan allows you to cache these results thus removing 90% of the vanilla overhead. This will result in a modest performance impact.
  4. GlowGrid (Reintroduced in 1.4): RimWorld has a very bad implementation of the lighting grid. It basically recalculates the entire light grid for the entire map any time a change occurs such as a light bubble being switched on/off
    RocketMan makes the updates only occur in the relevant areas. This will result in a smoother game experience and generally removing light related lag spikes. This will help greatly with mods that have lighting effects in them by eliminating lag spikes.
  5. World Reachability Checks: RocketMan when first loading the game creates a table containing the reachability data for each planet tile. Thus making the process of finding if a tile is reachable from another tile almost O(1) or one operation.
  6. Pathfinding Stability (disabled and being reworked): RocketMan will detect pathfinding errors and fix them to some degree.

Notes:
  • For optimal results turn off adaptive mod after 45 minutes.
  • RocketMan doesn't support RimThreaded and never will.
  • Bug reports with no logs will not get a response.
  • RocketMan should be loaded at the very bottom.

For more tips on performance by performance nerds JOIN the RocketMan Discord server[discord.gg]


RocketMan is OpenSource and for anyone to use, modify, update.

Credits:
  • Team: Karim, Alu
  • The Thumbnail: Trisscar.
  • The original concept of Stat caching: Notooshabby.

Special Thanks goes to:
  • Alu for keeping this mod alive and for their unbelievable support!
  • Madman666 the entire Dubwise server for the help and testing they provided!
  • Trisscar for their awesome thumbnail.
  • Dubwise and Wiri for the awesome Dubs performance analyzer!
  • Dubwise for hosting me on his discord server.
  • Wiri for their awesome contribution.
  • Bad Vlad (ModderK) for their awesome feedback.
  • Brrainz for Harmony and ZombieLand which inspired my time dilation solution.
You can always ask questions on the Dubwise discord server: https://discord.gg/Vn8Gp8BgfX

FAQs and common questions:
  • Q: What is time dilation and how does it affect AI or combat?
  • A: Time dilation in throttling wildlife from 60 Hz ticking to 5 Hz ticking or on average. The way throttling works for world Pawns can be described with the previous sentence. However wildlife throttling is much more complicated. Wildlife is throttled almost all the time except in one case: when you are zoomed in on the animals. As a general rule wildlife that you can’t view can tick as much as 3 times a second on average rather than 60. However the closer you get the camera view the less throttled it will get. Now when you’re zoomed out to more than 50% of the zoom, all animals are throttled even the ones on screen however due preserve smoothness of animations it will throttle them more the higher the game speed is, it will throttle them more the closer they are to the screen edge and will throttle them more when you’re zoomed out. Thus this system grants you the optical illusion of smoothness since it is aware of what you’re doing and what needs to tick when. Regarding combat and AI behavior, this mod will not throttle animals that are engaged in combat or currently fleeing enemies or in a mental state. Those in a mental state are only throttled outside of combat. Generally this mod will preserve the delta over time for any need, hediff, etc. This means that when its throttled it will tick less but it will take larger steps (As an example the walking speed is increased but since its ticking less the average over a second stays the same).
  • Q: Is it CE compatible?
  • A: Hell yeah it is.
  • Q: Any incompatible mods?
  • A: Only 2. The Multiplayer mod (the mp mod discord apparently has a fork for compat) and RimThreaded.

For more tips on performance by performance nerds JOIN the RocketMan Discord server[discord.gg]




Again please make sure to have RocketMan loaded at the very bottom of your mod list.

All support is appreciated!
Support me on Patreon[www.patreon.com] Or

[ko-fi.com]

INTRODUCING MY NEW COMBAT AI MOD WITH KILLBOX KILLER
CHECK IT OUT
https://steamcommunity.com/sharedfiles/filedetails/?id=2938891185
Popular Discussions View All (9)
266
9 hours ago
Help Forum
milosx
5
3
Aug 13, 2022 @ 11:33pm
Chinese Description
HawnHan
2
Sep 8, 2022 @ 3:18pm
45 min, turn off adaptive setting
DoubleW
2,263 Comments
Welp lol
Thanks for the answer and the hard work!
Alu  [author] Jul 20 @ 9:33am 
no cause thats been happening with random mods since 1.4 lol
no one ever figured out why or what triggered it
its always worked for me
So now that i'm trying mods again, I can corroborate that what @SneakySexyGirl said is true, and it's most likely 1.5, sorry for saying Rocketman was the culprit.

I am back tho because I read here that someone had a dev-mod issue where they couldn't spawn things and that started to happen to me with Rocketman installed.

Is there any fix for this?
Thanks!
Alu  [author] Jul 18 @ 11:41pm 
Bloating logs on exiting is a common bug
MarvinEhre Jul 18 @ 11:14pm 
The issue with closing only happened to me, when I wanted to close the game (as note I only closed the game from the main menu), after it had been open for 4 or more hours, and the log issue was iirc only 4 or 5 times and than solved itself. Though, I havent played Rimworld for ~3 months.
Alu  [author] Jul 18 @ 5:20pm 
Marvin that is known as the unity sound bug
It's causes by any and all modded sounds
Force close your game when that happens
If you want to try and fix it
Play the guessing game to what item in your map is playing the sound triggering it and rebuild it
MarvinEhre Jul 18 @ 2:46pm 
@victor there was another issue, that I had multiple times in the past, the game would go to not responding, when closing from the main menu after playing with a ~100 mods mod list for multiple hours, and then closed by clicking on the screen, until the wait or close options pop up or by task manager, it would bloat the player log to 15 GB and fill the remaining space on the main drive.
victor Jul 18 @ 10:33am 
I had BOTH the black screen issue and the debug menu issue.

Several people are reporting the black screen issue in several different mods. It is a weird bug and sometimes happen and doesn't happen. Deleting the Ludeon Studios folder in appdata and verifying game files worked for me.

With debug menu was a different issue. It just refused to open the spawn menu specifically. Every other menu or command worked fine. I found out it was caused by a bad Combat Extended position in load order. I sorted it out with RimPy and it worked.

Note: these problems happened without Rocketman. So it is definitely something weird going on.
SneakSexyGirl Jul 14 @ 9:43am 
@lordxenirath I had the same problem. Completely deleting the rimworld folder in appdata helped. But in general, I advise you not to play with mods on 1.5, it's just a nightmare. More than 20 hours of real time tried to take ready/assemble a modpack, but usually black screen, or just unplayable due to bugs
Alu  [author] Jul 14 @ 8:00am 
if your game is broken after you remove a mod
it cant be the mod as mods data is not loaded once removed
no mod in rw affects your main game files