Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem





























































I'm a newbie who spent fifty hours on the "tutorial" and decided to go "Civilized Mad Max", so I'll be running some cartel or something. This mod just looks crucial. Sorry that everyone had to wait for three versions.
as i noted threading is hard
fully threading a game is not always the efficient answer cause threading isnt openly always faster
sometimes its faster to just do good single core code
you can look at factorio to how far you can actually take this stance
factorio for a long time was single cored but still one of the most well optimized games in existence
theres a whole lot of variances and edge cases to account for
the recent amazon web services crash was basically caused by an edge case threading issue collapsing it all
the topic of optimization for rws future is a common one in the discords
wed been yelling at ludeon for legit years about it to no real answer
1.6 is our first update in like 3 versions where the game didnt run worse than before
that things beta is taking some serious time in the discords
and no
"as is" is legit
the last 1.5 stable build kept up for people to finish their 1.5 saves or to go back for mods that were left behind they do this for every major build
its that way by full intention
thus the optimizations added to the next major version cant be backported or they risk breaking old mods
the smaller "post release fixes" after the major update are intended to not break mods
but as anyone in development can probably tell you
♥♥♥♥ happens
and "why would you make a game without threading" is actually an easy answer
threading is bloody hard
and if you do it badly
its less efficient than good single core optimizations
When you get updates past the single post decimal number, "as is" starts to go out the window.
Either way, once this is done, you'll see a massive up-tick in Rimworld being played; this mod is starting to feel like a social experiment to be honest.
the glowgrid rewrite also uses unity updates burst code
i forgot they did that
https://docs.google.com/document/d/e/2PACX-1vRCjqVtPQDFGu4POiKTUd_8o3U2Asdhx99SOvcgU66ABdYtk3Cgndd53yJ6BC4tZX530pp_m6lf4Z9P/pub
you can search unity in this change log to see the unity version jump
then also search burst to see the references to burst in the performance section
the pathfinder rewrite in 1.6 required a whole unity update to enable unity burst code
the threading is part of that
its also basically
common stance that when your making a new major update
you dont add stuff to previous versions
that would defeat the point of leaving them available in their "as is" states