RimWorld
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FasterRandomPlus
   
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Mod, 1.6
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232.144 KB
2025년 6월 28일 오전 9시 50분
2025년 9월 10일 오전 4시 39분
업데이트 노트 32개 (보기)

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FasterRandomPlus

설명
랜덤플러스를 더 더 더 빠르게
HAR과도 같이 쓸 수 있게됨.
(섞기 알고리즘을 일반으로 쓰든 고속(베타)로 쓰든 동일한 고속 알고리즘을 사용함)

This mod uses RandomPlus and Harmony.


알려진 이슈: 현재 성별 필터가 제대로 작동되지 않고 있습니다. 제가 바빠서 당분간 수정할 짬이 나지 않기 때문에, 성별 필터를 끄는 것을 권장드립니다.


소스코드:
https://github.com/ppuya13/FasterRandomPlus
댓글 69
Balensiad  [작성자] 2025년 10월 5일 오전 12시 13분 
@Tyrant
Yes, it's caused by the Biotech DLC.

Here's why the slowdown happened. In the original RandomPlus there's a feature that becomes a bottleneck: the routine that assigns a pawn's name and backstories. If I change the logic to modify only the gender with the current setup, you can get mismatches—like a male pawn ending up with a female name. To prevent that, I made it call that routine every time the gender changes, which brought the slowdown back. I did add some optimizations, but they weren't sufficient.

I do have a solution in mind, but I haven't had time to implement it lately.
Tyrant 2025년 10월 4일 오전 1시 03분 
@Balensiad Fair enough, I'm not familiar with playing the game without all the DLC. I'm assuming you're referring to Biotech?

Also, I noticed on the GitHub you tried to fix the gender filter but you had to revert it. Any idea why the rerolling slowed down so much?
Balensiad  [작성자] 2025년 9월 30일 오후 10시 17분 
@Tyrant
Ah… your suggestion is excellent. Unfortunately, adding additional UI is beyond my current ability.
For the same reason, I haven’t addressed a long-standing request either—the RandomPlus issue where the Reroll Count isn’t shown unless a specific DLC is enabled.
I’m sorry I can’t accommodate this feedback.
Tyrant 2025년 9월 30일 오후 3시 33분 
I suppose you have a point there. Ideally that should be relegated to its own slider bar so you could have Total Skill Points and High Skill Requirement or something.
Balensiad  [작성자] 2025년 9월 28일 오후 9시 38분 
@Tyrant
Changing the logic is possible, but I’m reluctant to do so because I prefer not to alter the functionality of the original logic.
Also, the current logic isn’t useless—it can be used when you want a pawn with any single skill at ≥ N, regardless of which skill it is.
Tyrant 2025년 9월 28일 오후 5시 07분 
Wow, that... seems completely useless. Any chance of changing that logic?
Balensiad  [작성자] 2025년 9월 28일 오전 10시 46분 
@Tyrant
Thank you for the report, and sorry for the late reply.
The 'Count Only Highest Attack' option—also in the original logic—means 'count only the single highest skill.'
So in the screenshot you provided, your filter is effectively 'pass if any single skill is 28 or higher.'
Because that condition is unattainable, the pawn will not pass the filter.
Tyrant 2025년 9월 25일 오후 5시 49분 
I notice "Count Only Highest Attack" doesn't work correctly, this should be very easy to get a roll for, but having "Count Only Highest Attack" enabled is causing the checks to fail: https://steamcommunity.com/sharedfiles/filedetails/?id=3574822954
Balensiad  [작성자] 2025년 9월 25일 오전 5시 50분 
@Tyrant
Sorry for the late reply. You’re right—with this mod, Normal and Fast use the same algorithm.
Tyrant 2025년 9월 21일 오후 9시 54분 
Does this make it so Normal and Fast are identical?