RimWorld

RimWorld

RimThreaded
2,435 Comments
4000 pounds of cocaine 11 Jul @ 11:38am 
o7
Alu 6 Jul @ 10:26am 
Pointless
temirlan200125 6 Jul @ 1:55am 
1.5 pls
Huei the Vietnamese 27 Jun @ 8:43am 
o7
Kyokui Avarus 26 Jun @ 3:17pm 
o7
bradson 21 Jun @ 3:16am 
@Draco this mod is open source, on github. The best way to get it updated is to go fork it and just do that, instead of begging
Draco 21 Jun @ 2:22am 
We need RimThreaded for Rimworld 1.6. When can we expect it, please?
Kowhaifan 13 Jun @ 2:51am 
o7
亞Broken亞 ツ 23 May @ 3:12pm 
1.5
pgames-food 4 May @ 3:19pm 
ah ok
Alu 4 May @ 9:28am 
@pgames its a bit messier than i listed as i drastically simplified the nature of the issue
but refueling sucks is well known problem
bradson 3 May @ 11:11pm 
@Robot Software Architecture is the keyword you should look up and get more familiar with, as an aspiring programmer. Optimizations aren't limited to only either micro-optimization or threading. Differences on scales beyond 1000 exist between primitive and well designed, scalable architectures.
pgames-food 3 May @ 10:24pm 
ah that thing about fuel types might have affected the Mushrooming Tree Stump buildings in my mod in the past :)

i basically copied a chemfuel generator (tweaked to be crafted via certain things, and to give an output of grown Mushrooms (rimshroom) every so many hours), but in 1 game, when i had like 20 of them, they all stopped producing when that timer was reached, (even in admin mode) :)

now i build less of them to play safe, but that same issue could crop up again im sure.
Alu 3 May @ 6:56pm 
in rimworld we have a garbage cleaner that to this day still cant clear world pawns reliably or even mothball them properly so you may have 5000 dead raiders still ticking as if they are alive on your map
we have a sound error that when you exit the game may fill your entire hdd with FMod sound errors that has been known about since 1.1 but never fixed or even explained

the entire concept of
the reds egglayer comp fix needing to exist

if you have too many fueltypes on the map then the refueling comp may just die and tick everything as a backup

the deep drills has a backup state where instead of just ticking for stone
it ticks for everything in existence that is seen very commonly causing immense perf drain at just 3 drills

theres all sorts of these issues that were reported to ludeon and got told "its not viable to fix that"
Alu 3 May @ 6:38pm 
it CAN
but it WONT be a magic fix
everyone here keeps taking it as a magical fix for rws problems
as per my words
BAD CODE IS BAD EVEN IF YOU THREAD IT
and ludeon
Literally has repeatedly denied basic level optimizations
even something as simple as fixing a missing ! in an early exit
was denied for 4 years
Robot 3 May @ 2:34pm 
Nevertheless, the much larger problem isn't much of a larger problem as parallel operation of well, everything would fix that heavily, especially if you just step loads with delta time in consideration & shift tasks dynamically which adds some overhead.

As a C programmer, I do admit some programming paradigms are significantly faster than others, but the compiler often times fixes your skill issues. Regardless, there isn't a much larger 'problem' as the main bridge here is C# being used against it's intended purpose, this isn't made with IL2CPP. The best course of action to maintain the games modularity & improve execution speed is parallel execution, as the best way to optimise it from this point would sacrifice, if not destroy it's modularity all together which would make updates harder, and break most mods.
Robot 3 May @ 2:34pm 
@Alu.
Uhhh, no.

Multi-threaded can quite literally (if done well) make it have significantly greater execution speed, especially on AMD devices with many cores. Even if the optimisation is garbage this would outperform a single (or in this case, dual-core) software setup.

Micro-optimising the code base would be to completely revoke use of Unity engine all together, as C# is not described for it's execution speed, as it's for modularity & high level abstractions.

'Bad Code' is somewhat a rare thing of modern time; Most compilers, especially of higher-level languages completely deny what you do, & compile to the 'more efficient ways' byte code.

Take C for example, run a check that'll never happen?
Denied, it's completely removed.
Make a recursive function?
Likely converted into a function with an unrolled loop to prevent stack spamming.
Alu 2 May @ 6:01pm 
Theres a much larger problem than that
Threading simply isn't a magical fix to performance

Bad code is bad
Even if it's threaded
Ludeon doesn't care to optimize
Dio 2 May @ 1:53pm 
With each update and each new mod they need to make it compatible with, this mod was an ever expanding framework that couldn't possibly succeed. In order for this idea to work, it has to be coded into the game itself and all mods need to be made around it. This mod is not getting any more updates.
Alu 26 Apr @ 9:54pm 
with what coder
the mods got none rn
Marquis de Generate 26 Apr @ 4:12am 
1.5
Draco 26 Apr @ 12:49am 
Hello, gtive it a version 1.5? please
KaN3ep 24 Apr @ 1:02am 
как я понял, обновы на 1.5 не планируется ?
Alu 8 Apr @ 6:29am 
with what coder
the mods got none rn
canamanyak 8 Apr @ 4:33am 
pls make 1.5 :'(
KumTroll 2 Apr @ 11:13pm 
If i try and use it Rimworld wont load the main menu itll just be blank
Flexey 28 Mar @ 6:50pm 
Reed_33, там по факту игра работает всё так же на 1 ядре, на второе перенесли что-то одно что, откровенно, никак не повлияло на оптимизацию.
bradson 22 Mar @ 3:36pm 
Why not just fix bugs instead of spreading bugs over more threads
1.5
Reed_33 18 Mar @ 3:52am 
ну справедлвости ради запустить его получилось но нет кнопок в меню, скорее всего визуализация в версии 1.5 поменялась и такова проблема. Но как по мне лучше бы тайнон имплантировал этот мод в сам core чтоб игра работала хотя бы на всех ядрах. На 2 это очень плохо уже
Alu 12 Mar @ 6:15pm 
no optimizer saves you from slow mods
rw has no magic fix
hoff isnt active in the discord so i doubt he sees this
Cat_Index 12 Mar @ 4:08pm 
I know you might have seen this alot, but rimthreaded would be really awesome to have in 1.5, mainly to help with late game lag.
泡麵罐頭 12 Mar @ 6:47am 
1.5
Bawdy Wombat 7 Mar @ 1:11pm 
1.5
Alu 3 Mar @ 2:39pm 
By what coder?
The mod maker is inactive
FreeCandy 3 Mar @ 12:52pm 
1.5
Alu 11 Feb @ 10:03am 
Not using slow mods
Blue North Star 11 Feb @ 12:41am 
Is there a 1.5 equivalent to this?
Alu 26 Jan @ 8:49am 
no
pussy eater 26 Jan @ 7:59am 
1.5?
pgames-food 23 Jan @ 6:21pm 
ah i didnt know, all i remembered was seeing you on a speed up mod and when i forgot the name of it i tried to click on your page to see the workshop list :) btw if you close 1 eye, and look at your avatar picture on this page (while small), it looks bit like the alien from Predator :lunar2019piginablanket:
Alu 22 Jan @ 5:36pm 
i was the comment moderator for karims mods
you know how irrelevant that role is when the person your moderating for refuses to respond to your last 50 confirmed reports by going "pepesad" for 2 years?
yea
i got tired of being blamed for the bugs and the actual modder ignoring it
pgames-food 22 Jan @ 4:54pm 
ah ok, i wasnt sure if it was a steam bug or something, thats fair enough
Alu 22 Jan @ 4:20pm 
I left them
pgames-food 22 Jan @ 2:25pm 
hi alu what happened to all your mods?
Svartarokkdreki 22 Jan @ 8:13am 
Yeah. Old mods are hit or miss if they work with the newer versions. A complicated 1.4 mod which had a tendency to be incompatible with a lot of things WILL NOT be compatible with a version it was never designed for and when it doesnt have support anymore.

This mod has been abandoned so do not use it unless youre using old 1.4 local mods. Even then, you would not get any support with issues.
Alu 22 Jan @ 2:22am 
dont use 1.4 mods in 1.5
easy
Madara 22 Jan @ 2:05am 
Not working?
喝了伏特加的电脑 17 Jan @ 9:41pm 
F
Alu 15 Jan @ 5:52pm 
1.4 is a bad idea if you didn't local your mods a full year ago now
1.5 with other more compatable optimizers