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There's still work to do, for sure, but man is the game far more playable than it used to be, even with many stacked performance mods.
Only downside is lots of mod authors ceased maintaining their mods, and we lost some great people.
The real problem I've been seeing over time is the mod maintenance part: There are many mods that are bare minimum compatibility updates and still written in the old days, causing either performance, stability or compatibility issues; sometimes all 3. Not much folk like us can do about that besides o7 and retire a mod we loved.
at Verse.EdificeGrid.get_Item (Verse.IntVec3 c) [0x00017] in <24d25868955f4df08b02c73b55f389fe>:0
at Verse.GridsUtility.GetEdifice (Verse.IntVec3 c, Verse.Map map) [0x00000] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.SectionLayer_GravshipHull.ShouldDrawCornerPiece (Verse.IntVec3 pos, Verse.Map map, Verse.TerrainGrid terrGrid, RimWorld.SectionLayer_GravshipHull+CornerType& cornerType, UnityEngine.Color& color) [0x0000f] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.SectionLayer_GravshipHull.BakeGravshipIndoorMesh (Verse.Map map, Verse.CellRect bounds, UnityEngine.Vector3 center) [0x00022] in <24d25868955f4df08b02c73b55f389fe>:0
at Verse.WorldComponent_GravshipController+<>c__DisplayClass51_0.<OnGravshipCaptureComplete>b__2 () [0x00039] in <24d25868955f4df08b02c73b55f389fe>:0
Exception from long event: System.IndexOutOfRangeException: Index was outside the bounds of the array.
- TRANSPILER PerformanceOptimizer.Main: IEnumerable`1 PerformanceOptimizer.Optimization_FasterGetCompReplacement:Transpiler(IEnumerable`1 instructions, MethodBase method)
at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x0001d] in <24d25868955f4df08b02c73b55f389fe>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
Verse.LongEventHandler:UpdateCurrentSynchronousEvent (bool&)
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
rocketman is no longer required (and updated to 1.6), because the most important parts of it are now in vanilla.
FPS doesn't matter, TPS does.
This mod works and does help with TPS, at least 20-40TPS increase.
I have a similar hardware with a 4080 SUPER instead, and I'm all the time at 220+fps.
It also happens to be the only way to actually get whatever your mysterious, vague problem is fixed.
Thx a lot!
Just wanted to add it for completeness. This mod helps by saving resources elsewhere, but meditation remains are major issue.
I'm no coding wizard and I'm not familiar with the internals of the mod, perhaps there's something you can do relating to this. It has essentially killed my Odyssey at this point as meditation drops me so low.
While it seems that the meditation as whole is a massive resource hog, the Wealth focus type in on a different level entirely, with a single pawn unlocking it effectively rendering meditation impossible due to TPS issues (though I figured out how to unlearn the focus with dev commands).
Anyway, maybe this is a good place to bring this to your attention?
Thank you for all the hard work you do on your mod as well as contributor on other mods.
I wish you an excellent day! :)
During meditation, TPS plummet from well over 200 to below 40 when select foci are selected. With just the base focuses, I see TPS drop from 200 to about 80 with 6 meditators. With just one of those unlocked the wealth meditation focus, it drops to well below 40, as low as 20 TPS.
-- VanillaPsycastsExpanded.StatPart_NearbyFoci:AllFociNearby seems to be the one that's hogging all the resources. Specifically -- System.Linq.IIListProvider<ValueTuple<Thing, List<MeditationFocusDef>, Single>>:ToList being called each tick.
Is there something you can do about it this, in this mod or the VPE mod proper (even better I'd imagine)?