RimWorld

RimWorld

5,519 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 (7)
262
Jun 7 @ 9:13am
Help Forum
milosx
5
2
Aug 13, 2022 @ 11:33pm
Chinese Description
HawnHan
2
Sep 8, 2022 @ 3:18pm
45 min, turn off adaptive setting
DoubleW
2,223 Comments
Alu  [author] Jun 17 @ 4:23pm 
no modder can check anything without a log
lem0nad3z Jun 17 @ 4:07pm 
I see no difference in performace and tickrate before and after installing the mod. am I doing something wrong?
Alu  [author] Jun 17 @ 3:27am 
bills are bad in vanilla yes
localize them and remove useless ones
Alu  [author] Jun 16 @ 3:05pm 
its cause its really easy to lose the ability to use speed 3
but really hard to get slower than speed 1
Alu  [author] Jun 16 @ 2:53pm 
that depends on your setup
errors
and etc
rw gets slower with time
this is why we use dubs analyzer to find data
RiskyBusiness Jun 14 @ 5:41pm 
I too am testing it since it seems to just keep coming back, and I find it hilarious that after disabling RocketMan, the log now has a huge gap of just white space before it begins the " Root level exception" loop.
Alu  [author] Jun 14 @ 4:03am 
someones testing it down trying to figure out if it may just be vanilla or not
Alu  [author] Jun 14 @ 4:02am 
yea its a really weird issue and no ones tracked down its exact cause
people report it to hugs lib alot but no ones really sure if its cause of hugs lib or something dumber
RiskyBusiness Jun 13 @ 7:10pm 
Ok, thought to ask before providing details to see if it's because of this mod. My situation is that I'm playing with about 200 mods, including BetterLoading, RocketMan, Prepatcher, Fishery, Harmony, HugsLib, PerformanceFish, as well as Vehicle Framework and Vanilla Expanded Framework. With all these, my game will stop at step two of loading, say it's loading xml files, pop up with RocketMan.RocketMan (or similar), then go to a black screen. Normally, verifying my files fixed it until the second launch, but after a few days that didn't work. I found disabling Performance Fish fixed that, but I still have the initial issue, and have to re-verify every other launch.
Alu  [author] Jun 13 @ 6:26pm 
A ton of people since 1.5 no one has any idea why it happens though
It's been reported to like 40 mods