RimWorld

RimWorld

Prospecting
25 Comments
Mlie Aug 12, 2020 @ 1:32am 
Since Pelador has announced their retirement from modding I made an update of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2194979850
Hope it helps anyone!
SebSeb Jul 4, 2020 @ 12:51am 
I'm guessing it's some other mod interferring. I'll see if I can figure out what causes it. In the mean time I'll just avoid the Wide Boy
Pelador  [author] Jul 3, 2020 @ 5:37pm 
@SebSeb

First image: https://1drv.ms/u/s!Au3GsmKyQkDYjL4Ie8Yrd46ByY2f_w?e=G4B41r

Shows the two pawns working differing drills: WB: 0.138ms and Vanilla Drill: 0.042ms. So whilst the wide boy does appear to perform slightly less well then the vanilla drill (a factor of 3) it is not even close to the times you had previously associated with them.

Also in the grand scheme of things, both of the above times are relatively insignificant in comparison to anything that would be effecting to game performance. Here is an image below showing the relative impact of the mining jobs in comparison to others:

https://1drv.ms/u/s!Au3GsmKyQkDYjL4HfpGKseBba_Edeg?e=4JT5id

So I can't see at this stage why you would have associated times of approx 140ms for the Wide Boy use.
SebSeb Jul 3, 2020 @ 3:42pm 
Right I forgot that part:
Dub's Performance Analyzer.
I believe I primarily looked at Selection for the pawn working the drill
That's where it seemed the most visible to me
Pelador  [author] Jul 3, 2020 @ 1:39pm 
@SebSeb

What metric and tool are you using to get your numbers.
SebSeb Jul 3, 2020 @ 11:39am 
Same problem as Dess, and to my knowledge none of the other mods touch deep drilling, but there's so many I'm going to test some more later with less mods.
Anyway, for now;

Vanilla Deep Drill: 2 - 7 ms
Wide Boy: 140 - 143 ms

So a massive difference
Most Definitely a Mimic Jun 11, 2020 @ 10:42pm 
I will take time to test out the other drill. As far as i know none of my other mods should be affecting drilling in anyway.
Pelador  [author] Jun 11, 2020 @ 6:45pm 
@Dess

Can you provide numbers? But more importantly can you provide numbers in comparison to the vanilla deep drill. A lot of the processing that the wide boy uses plug's into the same code or is similar to code that the deep drill uses.

Do you have any other mods that effect deep drill behaviour?

The previous analysis that i did about this very issue demonstrated that the performance effects of the wide boy were on a par with that of a deep drill.

I'm willing to look at performance issues, and potentially dive into the vanilla code to see if that in itself is problematic to see if anything can be done to optimise some of those elements. But first and foremost best to understand that nothing else is effecting these things.
Most Definitely a Mimic Jun 11, 2020 @ 1:17pm 
I am also noticing the Wide Boy basically tanking my FPS. I enough of a drop that some times I start looking for unseen bug infestations or like pawns suck in logic loops.
Pelador  [author] May 21, 2020 @ 2:19pm 
@Update

Reinstated MP compatibility
Pelador  [author] Mar 16, 2020 @ 5:54pm 
@TAC

Please see this demo: https://www.youtube.com/watch?v=F3Ipaq91b2M

Shows a comparable performance with the regular vanilla deep drill for deposits that overlap the drilling area. That again "doesn't" show a significant slow down in speed. If anything the numbers are similar to the previous demos where deposits weren't overlapping. Which makes sense to me knowing how deep drills operate in the code, otherwise you'd expect a similar problem with the normal vanilla drill for these cases.

(Again note for this demo: this is at speed 3, with a significant established base also ticking on the same map and includes a modded ore as part of the demo).
Tactical Air Conditionner Mar 16, 2020 @ 3:19pm 
Well my issue this took place on a 50x50 map with 4 colonists. I indeed have lots of mods and it migh be a minor conflict. Also the vein i was mining actualy had 2 deposits of different kind. Tried later on anoher vein and the slow down was just around 10%.
Anyway thanks for the reply.
just in case the 2 ores were steel and dark iron (from rimcraft metals)
Pelador  [author] Mar 16, 2020 @ 10:11am 
@Tactical Air Conditionner [cont...]

Worth pointing out that the tests where performed on large established base with late game tech and development with a number of pawns active.

This with a reasonable compliment of mods, but not too significant as some players like to use.
Pelador  [author] Mar 16, 2020 @ 10:05am 
@Tactical Air Conditionner

Please note two comparison videos that demo the Wideboy on speed 3. One is in a busy area and the other in a more quieter area which also includes a vanilla deep drill comparison.

https://www.youtube.com/watch?v=au5pUmbBilg

https://www.youtube.com/watch?v=hH79tWZq0Ww

Neither videos show a "considerable" drop in performance and certainly not to the levels you may be experiencing. It also shows the deep drill as comparable to the Wideboy.
Tactical Air Conditionner Mar 16, 2020 @ 8:50am 
i've noticed that the wide boy slows the game considerably while used (lowers sim speed by around 50% on speed3) this doesn't occurs while using a normal drill
Sebu Mar 3, 2020 @ 12:05pm 
Thanks for updating ! Very nice mod my man !
Pelador  [author] Mar 2, 2020 @ 9:41pm 
@Update @zanraptora

Harmony dependency and correction to double yielded resources.
♥♥♥♥♥♥♥♥♥♥♥ Feb 19, 2020 @ 10:37pm 
Okay yeah, definitely faster, and it worked as well! No Betterloading loads atleast 40% faster haha
♥♥♥♥♥♥♥♥♥♥♥ Feb 19, 2020 @ 10:35pm 
I thought it was just me! Ill definitely re move betterloading, I bet Ill see a difference too ill update and report back.
Pelador  [author] Feb 19, 2020 @ 6:09pm 
@FuckingSoup

And the funny thing is, my game actually loads faster without BetterLoading.
Pelador  [author] Feb 19, 2020 @ 6:00pm 
@FuckingSoup

I see the same, works fine without the Betterloading mod installed.
♥♥♥♥♥♥♥♥♥♥♥ Feb 19, 2020 @ 4:40pm 
This mod stalls out and loads forever on restart. I have the betterloading mod and it wont load past Prospecting mod. This is with new update 1.1.
Pelador  [author] Feb 19, 2020 @ 9:19am 
@Atreidi

There has been some changes to the deep resources mechanics, in that they are generated more dynamically from the use of the scanner, rather than a part of map generation.

But i don't think there is medieval tech for accessing the deep resources or finding them. Nor is there a work process for finding surfaces ores. Or the "Wide Boy" deep drill. Or the ability to tweak the resource settings.

So overall, not really at all. Unless I missed something here?
Atreidi Feb 19, 2020 @ 9:02am 
Isn't this now part of vanilla?
Sujeto500 Feb 19, 2020 @ 9:01am 
Gracias por la actualización.