RimWorld
Ready Those Guns
28 comentarios
whitespacekilla 22 ENE a las 16:26 
@Mlie if it's of any use, I notice that the first check in the WorkGiver_Ready.HasJobOnThing method is whether the thing is reservable. I believe that means that for every BuildingArtificial on the map, a reservable check is issued before even checking simpler elements. That seems upside down to me.
whitespacekilla 22 ENE a las 16:18 
I can verify the other findings, this mod is the MOST EXPENSIVE work giver in my game (which includes over 800 mods). 15-19ms spikes, ~0.5ms on every tick. This is during a tribal stage of a colony with no mortars.
versus 30 OCT 2024 a las 14:31 
I have a whopping 5 mortars/etc on my map that are only rarely used. After investigating with the performance analyzer, I tried removing this and got a pretty considerable boost to performance, which I think is saying something considering my current game has ~750 mods (and my PC is very good).
Caramel 17 MAY 2024 a las 23:56 
Core 20ms
Pick up and haul 40ms
RTG 20ms with no mortar on map
yes, this mod need better code
Cat® 6 MAY 2024 a las 3:53 
Can confirm that this mod is very expensive in terms of processing. I was investigating slowdown related to another mod and saw that this was the second worst offender.
Sepherix 22 ABR 2024 a las 17:48 
Holy, the perfomance hit is ridiculous.
PonyKisser:3 13 FEB 2023 a las 16:41 
Keep mortars ready is nice but it doesn't work with any modded ones, this one works with modded mortars but not with achtung or 1.2 or some other mods
Droll 4 DIC 2022 a las 9:33 
It should also be noted I haven't tested the performance with fully built and active mortars on the map, it could be that there is some weird infinite loop bug when there are no mortars that's causing the performance drop, so someone is probably going to have to test it with actual mortars on the map.
Droll 4 DIC 2022 a las 9:30 
@SMD8593 I've been playing for much longer now and the improved performance has held. Dubs performance analyzer also seems to confirms this as the Work Giver tab is reporting much less CPU cycles being used.

My recommendation is probably to avoid this mod. Though be aware that I'm playing on extreme map sizes (350x350) on a pretty powerful computer.
SMD8593 2 DIC 2022 a las 7:16 
@Droll So did you confirm whether this mod caused the issue or not? this seems like a cool mod but I'm on a weak laptop so performance is a huge deal for me.
Droll 24 NOV 2022 a las 18:00 
Ok so I think removing this mod has significantly improved my performance, I would have to play for longer to really confirm that the improvement is material and not the consequence of restarting my game though.

I will say that when I had the mod install my colony did not have any active mortars. I am mid way through building some - but none are finished and active.
Droll 24 NOV 2022 a las 17:54 
Here is my ~220 mod long list for what it's worth:

https://gist.github.com/3b49e0e821ff1477f93b6fdbf23685b1
Droll 24 NOV 2022 a las 17:53 
Hey @Mlie in my game a job under the "Work Giver" tab of Dubs Performance Analyser called RTG_Ready - Hauling - Ready Those Guns. It is hogging 83% of the CPU time of all of the tasks there. An average of 3.1ms for 2373.4ms over 102 calls.

I don't actually know for sure if this task is the fault of this mod, I'm assuming it at least belongs to it given the name but wanted to make sure if this is what you'd expect given that other tasks seem to be an order of magnitude quicker.
Mlie  [autor] 30 OCT 2022 a las 12:30 
@Avatarx Yes, at the top right of the mod-page you will see tags that indicate what game-versions it works with.
Avatarx 30 OCT 2022 a las 11:37 
Will this work with 1.4?
Lexion86 20 SEP 2022 a las 13:41 
It would seem that the Devastator Mortar from Rah's Vanilla Turrets Expansion is incompatible with this mod.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2583529720
smileyblacksun 14 SEP 2022 a las 7:43 
@Mlie ok, thanks for the clarification. I'll most definitely be using this mod.
Mlie  [autor] 14 SEP 2022 a las 7:21 
@smileyblacksun No. You fire and operate the mortars as normal. But since manning the mortar is a forced job they will only reload and ready (make the cooldown tick) if they are manned after the shot. With this mod, if your manning pawn stops manning the gun before its ready, other pawns can ready the mortar as a normal job similar as when they replace the barrel
smileyblacksun 14 SEP 2022 a las 7:12 
So I'm not exactly positive how this works, but does this mean I can have a pawn manning the gun, and have another acting as their loader? Does it require two different pawns for sustained firing? Or do they operate normally but allow for loading by hauling pawns when not manned?

I mean, IRL mortars are crew served weapons, so having a crew to operate the mortar makes sense to me. Might also be nice for CE turrets, but IDK how well that would work...
FoxoManiak 12 SEP 2022 a las 9:19 
Oooh nice, i dont have to do it all manually now :D
Osttruppen 12 SEP 2022 a las 3:52 
modding jesus delivers once again
bearhiderug 11 SEP 2022 a las 19:50 
For real
ꓤOꓕ∀NƎƎꓭꓭՈꓭ 🙃 8 SEP 2022 a las 20:27 
I searched to see what other Mlie mod's I might want to add to my game and that is when I saw it ... 767 mods currently have Mlie's digital 'fingerprints' on them. :KOh:
And to think that Mlie says this is just a hobby. :Fistofdosh: :stein: :coffeecup: :TheDonuts:
KemonoAmigo 8 SEP 2022 a las 16:07 
Keep Mortars Ready is great but it's time to drop it now because it doesn't support modded mortars, unlike this awesome beauty right here.
Mlie  [autor] 8 SEP 2022 a las 14:28 
@dinhkhiem199833 Added some info regarding the differences between the mods above. Seems they are different enough to me but Im open to other opinions
Mlie  [autor] 8 SEP 2022 a las 14:15 
@dinhkhiem199833 Was not aware of that mod, Ill unlist this until Ive looked through the other to see if there are any major differences. Thanks for the info!
RedGladiatrix 8 SEP 2022 a las 14:02 
Another mod I didn't know I needed 'til it came out. Thanks!
Kaden Ha 8 SEP 2022 a las 14:02 
So from what I've read, the difference between this mod and "Keep Mortars Ready" https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2548084138&searchtext=ready is mod compatibility, or is there anything else I missed?