RimWorld

RimWorld

Medieval Times
Tzahr Jun 20, 2018 @ 9:45am
Lag on raid - cause possibly identified
I've been playing with this mod a long time, and I decided to use it as a base project to modify and learn how to mod the game, as Vindar's baseframe basically gives me a lot of things to work with.

One thing I've noticed during play, was huge lag spikes everytime I raid spawned while this mod was active. Googling around, I found that another user posed that it might've been an issue with the way Medieval Times spawns in every raider with boots, gloves, and socks (which adds 3 items to be generated per pawn, per raid). Logically, that means that large raids run into serious memory issues, as the game chokes on generating forty sets of boots.

Now, experimentally, I ripped out foot- and handwear from the mod, and removed the patch that adds those items to other raiders. This was mostly an experiment I tried for myself, but after I debugged it, and went through the defs to clean out any reference to the foot/handwear, it ran flawlessly. I adjusted the PawnKind defs to make sure Medieval Times factions spawned in without boots, gloves, etc (I instead made armour cover feet and hands by default).

Usign dev mode, I spawned in repeated raids of various sizes on a new save game.
No lag on raid generation so far.

Seems that if you're experiencing lag spikes on raids, the issue lies in Medieval Times' addition of hand- and footwear. Whether or not this is something that requires fixing in the base mod, I'll leave up to Vindar. My solution was simply to rip out the bits of the mod that I thought didn't work as I wanted, and that's not a viable solution long term.

I hope my insight proves helpful regardless.
Last edited by Tzahr; Jun 20, 2018 @ 9:46am
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LORDzEMPEROR Oct 12, 2018 @ 3:44pm 
Yeah, medieval raids definitely have lag spikes from the extra gear spawned
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