RimWorld

RimWorld

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Oversimplified Optimizations
   
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Mod, 1.4
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82.075 KB
16 Aug, 2023 @ 9:57am
4 Mar, 2024 @ 12:00pm
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Oversimplified Optimizations

Description
Because both war crimes and community should be made simple and efficient.

!! BETA - Non-Save Safe - Start a New Game !!

Oversimplification of item resources with small optimizations. The goal is to only have 1 type of stone, wool, and leather. Cross-mod compatible. I attempted to also have only one type of meat and vegetable, but the game was not happy about it.

Suggested Mods
Optimization: Meats - C# Edition - If the code is too heavy-handed, I'll port it. But it looks decent even if it's tagging all animal meat as 'cow'.

!!! Incompatible Mods !!!
Bulk Stone Cutting Mods - It is now built in for x3, x5 and x10.
Optimization: Leathers - C# Edition

Current Optimizations & Features:
Useless plants go away and rarely spawn - Plants that don't have a use will grow fast, die fast, and spawn very slowly. Like grass. This will cut down on mass fire spread and lag. First-hour of new game or map gen will take time and will lag a bit as grass goes away, but after, beautiful tick rate.

Survival Meals never deteriorate - Long story, this one was out of spite.

Single Stone Type - Yup, just one stone block, and stone chunk, I left the geological stone in so compatible generations are happy. Mine them, get a generic stone chunk, the get generic stone blocks. Recipes of others are left in.

Single Wool Type - Best average of them all combined as one, will never deteriorate. Grows from wooly animals.

Minimal Leather Types - Again, best average of them all, also will never deteriorate. Animal Fur from rare animals, Animal Leather from the rest, and finally Human Leather to keep war crimes.

Bulk conversions and processing - Stone, Wool, and Leather can be bulked when converting or stone cutting.

BETA STATUS
Next up: Making it VAE and VFE friendly. I'm also looking into Alpha Animals/Biomes though I don't play with it due to mod conflicts. The different chitin and different wood might be combined. Looking into the rarities as well.

ToDo:
Clean up leathers.

FAQ:

Q: Stone Type Floors?
A: They're there, just cost generic stone now. Disabling them would cause compatibility issues so only the cost was changed.

Q: Why do I get some old stone walls?
A: For compatibility, yes, mods generate vanilla stone walls and doors. Demolish them, convert the stone on stone cutting tables to the generic ones.

Q: What about Meat?
A: I tried doing meat but that requires some C# work and looking into the decompiled code it's more trouble than it's worth.

Q: What about Cloth?
A: That is a can of worms as well, might condense it down to two.

Q: Why?
A: Looting late game raids with 100+ mods caused dozens upon dozens of different apparels and items made from all various materials, now it can be condensed to just a few. Also having a thousand of one stone but only a hundred of another was annoying when building.

Q: How dumb is this?
A: We're about to find out.

Suggestions so far:

1) Permafuel torches and brazers (there's better mods for that, but sure.)
2) Make everything not deteriorate, only rot if able. Sure, however this turns items into unstackable due to percentile HP should they be damaged.

Make compatible with:
Optimization: Leathers - C# Edition -- Highly unlikely, managed via settings and internal tier system.
20 Comments
Silencer59 29 May, 2024 @ 12:51am 
I'm surprised this hasn't already been asked, but are there any plans for 1.5?
dracoix 🐉  [author] 4 Mar, 2024 @ 12:05pm 
Sorry for the super long delay. Fixed plants AND bushes. Any plant or bush that does not have a harvestable item or a true purpose will be forced to depopulate. Modded plants should now be safe.
THEZOLF 8 Feb, 2024 @ 4:46pm 
Had to unsub just cause of the 0.01 days growing on cotton, but really useful mod to get a better performance in Rimworld.
Vardath 6 Oct, 2023 @ 3:53pm 
Actually, an infinite holding chest would be okay as the game wouldn't be trying to draw all your stuff all the time.
Vardath 6 Oct, 2023 @ 3:48pm 
Any chance of an optimisation mod which does not include cutting down game content into a single resource? I like your mods and have used them but while my fps improves dramatically the single resources change the game too much for my liking. Im thinking a texture and sound replacement mod with much lower graphics, for those older systems like mine.
Tirith Amar 25 Sep, 2023 @ 12:32am 
I have the same problem as RaRaRazuri, i did look into it, i only have 150 mods active.

Smokeleaf, psychoid, hop, devilstrand and cotton all have 0.01 growing days. Id reckon its an mod interaction probably something with mushrooms expanded.

Also there is a unintended consequence, animals will very quickly leave the map, since they dont have any food to eat, and carnivores as there are no herbivores anymore. Unless you cout that as an optimization.

As such it would be amazing if we could get options which optimization we want to have and an explanation on each ingame.

So far i will just make a local fork where i simply delete the lines in question.
dracoix 🐉  [author] 5 Sep, 2023 @ 9:31pm 
@Silencer59 And so am I lol. Yeah I'll do it that way soon(tm).
Silencer59 5 Sep, 2023 @ 11:20am 
A catch-all solution to that plant issue may be to filter for plants that have the harvestYield field in their .xml since not all useful plants seem to have the purpose field. Aside from that, I'm loving the performance gains I'm seeing on my larger colony runs. Thank you. :)
dracoix 🐉  [author] 23 Aug, 2023 @ 7:52am 
Anything that is not tagged with something like Misc, Food, or Health, it'll die fast. No tag = fast death. So it might be my mod lol.
RaRaRazuri 22 Aug, 2023 @ 9:25pm 
love the concept, but had to uninstall cause my psycoid and cotton were instantly going from 0.2% to 100% growth. I have 500 mods installed so probably some sort of conflict, dont worry too much about it