RimWorld

RimWorld

Best Mix
53 Comments
Pelador  [author] Mar 5, 2020 @ 6:28am 
@Pejman

I currently have about 15 pawns in my current test game and haven't noticed any negative effects. It was previously tested with more and robots in V1.0 with a reasonable compliment of additional mods.

It uses a similar process to vanilla and has an optimised region traverser for the ingredients selection, but I haven't tested all potential permutations of game play or hardware of course.
[JdG] Pejman Mar 5, 2020 @ 3:25am 
is it ressource intensive? (if i have 30 pawns doing crafting will my PC crash?)
Pelador  [author] Mar 2, 2020 @ 4:36am 
@sSs1897

done
sSs1897 Mar 2, 2020 @ 1:15am 
Could you add a link to the 1.1 version of this mod at the beginning of the mod description? It would be helpful for us.
Pelador  [author] Feb 24, 2020 @ 2:10pm 
=(e)= Lemonater47 Feb 24, 2020 @ 12:32pm 
But it’s not simple and it’s missing the entire point as to why ludeon did what they did. To make it as painless as possible for the client.
Pelador  [author] Feb 24, 2020 @ 6:31am 
KISS Engineering by choice, further details in the announcements on my discord.
=(e)= Lemonater47 Feb 24, 2020 @ 4:06am 
Yeah I’m pretty sure they made it so separate workshop files for different versions is no longer needed. If you read the patch notes there was a little paragraph about it.
Dreden Feb 24, 2020 @ 1:44am 
Why is there a separate version for 1.1? I didn't even know this was updated.
Vazzaroth Feb 21, 2020 @ 9:59am 
I just found this, haven't even used it in game yet but I must say, it's the best mod ever made. (I've tried 200+ subscriptions, haha)

This will save me SO much annoying time fiddling around with little check boxes!
Pelador  [author] Feb 16, 2020 @ 2:05pm 
@ObsceneNickname

If and when you get a chance really.
ObsceneNickname Feb 16, 2020 @ 12:24pm 
@Pelador

Hello, I tried to message you on the discord link but it seems i can't send private messages. anyway I wanted to tell you that currently my mate is away. I can't play in multiplayer right now :( If i can still help, I will do my best. By the way, I apologize but english is not my native language
Dmoc4215 Feb 16, 2020 @ 6:03am 
A: "I'm fed up with corn every day. Why don't we use the rice in our warehouse?"
B: "Because that pile of rice is farther."
A:“???”
Asiltic Feb 16, 2020 @ 1:41am 
I need to try this!
Sepherix Feb 15, 2020 @ 9:47am 
Looks like a new must have quality of life mod~
Roasty Toasty Feb 15, 2020 @ 9:37am 
Holy crap, I didn't even know how bad I needed this until I saw it! Thank you so much!
Pelador  [author] Feb 15, 2020 @ 9:31am 
@ObsceneNickname

Have spoken to one of the MP devs and would like to try some debugging with you and your friend where possible.

If you'd like to use the discord link above I can go into further detail with you there?
ObsceneNickname Feb 15, 2020 @ 2:47am 
I'm happy to hear that you don't give up on multiplayer compatibility. Let's hope for the best!
Pelador  [author] Feb 14, 2020 @ 2:10pm 
@ObsceneNickname

Well this is very strange then, since I'm following the same kinds of conventions for gizmo use as my other native supported mods using the MP API, that don't have problems.

I'll need to speak to the MP devs about it.
ObsceneNickname Feb 14, 2020 @ 10:18am 
@Pelador

Still same problem in multiplayer :( in the log there's a warning about something wrong for multiplayer compatibility. The changing of gizmos doesn't sync with other players.
fatburner Feb 14, 2020 @ 1:04am 
this is game changing :)
pgames-food Feb 13, 2020 @ 5:29pm 
nice shiggles :)

ah ok, maybe the TicksPerSecond mod can help to pinpoint a possible conflict too.
Oniwabanshu Feb 13, 2020 @ 4:44pm 
@pgames-food I have been using runtimeCG ever since it first came out xD
And unfortunately, both mods that implemented some kind of multithread, are long gone now, one of those never did actually see the light of day (the author just said he finished it, graduated with it, and never actually released it, he just said it didn't improved fps by much and went awol).

@Pelador I feel happy and sad at the same time about that image.
Pelador  [author] Feb 13, 2020 @ 4:00pm 
Just for "shiggles": We can dream ...

https://1drv.ms/u/s!Au3GsmKyQkDYid5DNXZm8D1mtWCH4A?e=omcbq5
pgames-food Feb 13, 2020 @ 3:42pm 
hi yagiou, dont give up on your cool base, maybe new mods like that or RuntimeGC can help you save some fps / tps. :)

also dont worry for multi-threading... someone will develop a multithreading virtual device driver for systems, and it will be a generic software that simply allows all other programs and games to utilise more cpus for multithreading - they will be rich too :lunar2019piginablanket:
Oniwabanshu Feb 13, 2020 @ 2:31pm 
@Pelador carajo! I didn't know about that Dub mod! Yes, I bandoned my base a few months ago because it was impossible to play anymore, next time I play, If ever (because no matter what, I'll get to the same unplayable point, so why invest time on it?), I will cull a lot of non essential mods. And yes, It sucks that Tynan was stubborn enough not to make his game multithreaded, but I was just mainly whining, it is what it is.
ZJK Feb 13, 2020 @ 2:22pm 
This looks absolutely fucking amazing.
Pelador  [author] Feb 13, 2020 @ 1:16pm 
@ObsceneNickname

Please can you try it now with the new update?
ObsceneNickname Feb 13, 2020 @ 11:24am 
Hello, thank you for your mod, it's a great idea and the icons are beautiful.
By the way it seems not very multiplayer compatible: if I change the gizmo (as a host) it works, but the selected gizmo doesn't sync with my mate in the multiplayer session. If my mate change the gizmos he desync almost immediately :(
Pelador  [author] Feb 13, 2020 @ 7:49am 
@Update @jdalt40

Added sharp and blunt material damage factors. "Sharpest" and "Bluntest".
Pelador  [author] Feb 13, 2020 @ 6:34am 
@Drawer

Yes, the per bill setting has been mentioned and am considering upgrading to accommodate this. So you can expect this to happen. It's just a more involved GUI modification which can be fiddly, especially when other mods also modify the same GUI, so has to be done right to ensure best compatibility with these other mods.
Drawer Feb 13, 2020 @ 4:28am 
Could be possible to make the selection for the recipe instead of the work bench? For example, you might want warm coats but also pants and Tshirt with protection from electric damage
Pelador  [author] Feb 12, 2020 @ 9:36pm 
@yagiou cont...

Other considerations would be hardware, and most notably that RW is mostly CPU dependent and uses only 1 core. So whilst not in the specifications for the core vanilla game if you are using additional modded content. Having a CPU that can support these interests will be beneficial.
Pelador  [author] Feb 12, 2020 @ 9:30pm 
@yagiou cont...

Dub is currently working on a really useful tool at the moment, which I find useful and is slowly incorporating fixes into it, this even with some areas of the vanilla game.

I'd recommend using it to help guide interests, but have to warn you that it would not be sensible to use for witch hunts because mods can be interlinked in how they work together so one mod could make another mod look problematic. (But he is improving the tool to drill down deeper here).

So performance issues can be compounded based on how mods relate. But can "help" you determine if certain mods are potentially problematic, to then investigate further based on your mod compliment.

https://github.com/Dubwise56/Dubs-Performance-Analyzer
Pelador  [author] Feb 12, 2020 @ 9:28pm 
@yagiou

With 300+ mods then I can see there being potential performance issues depending on what all those mods bring to the table in terms of added workload. This potentially compounded if you use large scale maps, lots of pawns, lots of additional content and so on.

It has to be your choice what you use with regarding mod selection and how you prioritise those interests. Personally I try to be more selective even though I have a reasonable compliment of mods myself. But trying to cram all the mods you like in every play through will of course degrade performance. XML only mods not exempt from this either as they and an extra sense of scale and choices in the game that has the potential to impact other things.
Pelador  [author] Feb 12, 2020 @ 9:13pm 
@zozilin

Yes, tested
Oniwabanshu Feb 12, 2020 @ 5:42pm 
@Pelador I wish i could install all of tour mods and all the other 300+ and don't care about my frame rate T_T
zozilin Feb 12, 2020 @ 5:31pm 
Is it compatible with Everybody Gets One?
https://steamcommunity.com/sharedfiles/filedetails/?id=1687566130
Pelador  [author] Feb 12, 2020 @ 2:37pm 
@Raskaran

Screen print now provided to help demonstrate usage.

The filter selected for the bench confirmed by the associated gizmo when the bench is selected, a drop down to select alternative filters will be generated when you click on this gizmo.
Raskaran Feb 12, 2020 @ 2:04pm 
@Pelador

Can you upload some pics of how to use it ? I dunno what a gizmo is. I don't see any new options.
thx
Pelador  [author] Feb 12, 2020 @ 1:29pm 
@Aquilles

It respects the Radius you set for the bill (though that can be the entire map), and still follows the other filtering settings you specified for the bill also.

It just evaluates more fully a different priority or quality other than distance where that is useful to for the ingredient selection. Distance may still be the most useful selection of course for some bill arrangements, but this mod allows flexibility to change that vanilla priority where sensible and useful to do so.

For efficiency purposes as with normal vanilla use, minimising the radius or the travel distance to potential ingredients will still be beneficial to the bill process and thus production.
Aquiles Feb 12, 2020 @ 1:11pm 
Hello. This mod respects the ingredients radius you selected for the bill or looks in the entire map? Thanks for a great idea!
thatcodyguy Feb 12, 2020 @ 8:57am 
Didn't know I needed it and now can't live without it, thanks!
Pelador  [author] Feb 12, 2020 @ 8:50am 
@Bishop

Uses region traversing, so will add to the listing based on a regions listerthings before being sorted by any criteria, so it will then become more distance based, but not quite the same animal as the distance filter.

The functionality is added per bench via a building Gizmo. It could potentially be added as a per bill use, but that would require a more extensive GUI rewrite. But he gizmo use is dynamic so you can readily switch between modes.
Mistletoe The Bard Feb 12, 2020 @ 8:27am 
Awesome!
Bishop Feb 12, 2020 @ 8:22am 
What criteria will a pawn use if multiple ingredients are an exact match? Is the next level vanilla ingredient selection? Also, is it per bill selection, or per bench? Thank you, Pelador :steamhappy:
Pelador  [author] Feb 12, 2020 @ 5:34am 
@Update @Paladin

Added compatibility with CE: "Protect Electric - highest material property of protection against electric".
[ Rizno . 雨 ] Feb 12, 2020 @ 5:22am 
Sounds great, thank you. :winter2019happyyul:
Pelador  [author] Feb 12, 2020 @ 4:26am 
@Paladin

You have it right. And yes it is compatible with Better Workbench Management, I use the mod myself.
newcolonist Feb 12, 2020 @ 4:21am 
Thanks for this great mod, as always.