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The mod should still be perfectly functional in Rimworld 1.4; I haven't tested it in 1.5.
Jacques Ohff, I also encountered the genepack stacking issue. No promises about anything, but one day I might look into Rimworld's genepack stacking source code to see if there is something I could do to fix it. It is potentially doable.
Thank you for answering.
It really weirded me out that the game took so long to load all of a sudden. Especially since all of the Performance and Check Mods are allready in my modlist.
That why I learned so fast what was the problem ( Dubs Loading Analizer .. or something )
I am taking a sabbatical from Rimworld as well, since I fracked my modlist so hard, that I had to abbandon 3 games because of fps-death and crashes.
Just when I had my modlist below 500 again
One day I might get around to rewriting the mod settings in C#, 1) to avoid the XML Extensions dependency, and 2) to hopefully optimize the mod, but I've lost interest in Rimworld for the moment.
If anyone else wants to optimize this mod, be my guest -- just please don't reupload the mod without making significant improvements to performance and/or the config menu, and remember to give credit on the mod page if you do reupload the mod!
it about tripled my starting time from 10-15 minutes to nearly 45 minutes.
Mods that change how traders actually generate items (e.g. bypassing or completely overwriting RimWorld's ThingSetMaker_TradeStock function) might not be compatible, but only a very small amount of trader mods actually do this. Basically >99% of mods that add or patch trader types simply add new traders, or change the trader's stock using a patch (both of which are innately compatible with this mod.)