RimWorld

RimWorld

Lagless Lamps - C#
54 Comments
Annabellee 4 hours ago 
Are there any updates on adding or removing items from the list in the settings?
Jsin0  [author] 4 hours ago 
If that's the case then the comp removal should still work since there's no changes to how the defs work. I just wont be adding the 1.6 tag until I verify it
Annabellee 15 hours ago 
Same
Tsornin 16 hours ago 
(If I'm being honest I never used it to reduce tick - just reduce the hassle of refueling....) If you happen to update it, I will happily use it :)
Jsin0  [author] 12 Jul @ 7:13am 
Eventually yes though the tick optimizations in 1.6 may make this mod obsolete
LazY_Pickachu 12 Jul @ 5:25am 
Hello. Thank you for this mod. Are there any plans for updating to 1.6?
Tsornin 21 Jun @ 9:06pm 
Thank you that helps!
Jsin0  [author] 21 Jun @ 6:48pm 
You just need to add <li>campfire</li> and whatever the defName of the swamp cooler in the thingDefs area for the ForceRemove like this:

<thingDefs>
<li>Campfire</li>
<li>SwampCooler (or whatever it is)</li>
</thingDefs>

I'll try to add that feature when I've got time and figure out how that works
Tsornin 21 Jun @ 9:16am 
I know it's cheesy but I'd like to add the campfire and swamp cooler to the force remove list. I found the whitelist.xml in the folder but I'm not sure how to do it. If there's a way to do it from the mod settings I couldn't figure it out.
Jsin0  [author] 13 Jun @ 2:37pm 
Similar, but different methods. Tweaks galore relies on things to have that ring that shows you how far the light reaches to determine if they're lamp but not every modded light source will have that. This one relies on several criteria to figure out if something is a light source.
Gnimo Tiefenhain 13 Jun @ 7:35am 
is this and the "lagless lamps" setting from "tweaks galore" the same thing?
Jsin0  [author] 31 May @ 12:35am 
Thanks for the heads up, I've patched that issue.
//SlipperyPete:. 30 May @ 9:41am 
Gonna switch to just using the lag free lamps options in Tweaks Galore, looking at the comments it seems like this mod is very much still in development and not complete yet.

Also, for anyone out there, the description doesn't say it specifically, but this is safe to remove from your save.
//SlipperyPete:. 30 May @ 9:26am 
Chemfuel Powered Generators are not consuming fuel despite being in the "Will not be patched" list of this mod's mod options page.
Jsin0  [author] 19 May @ 12:24am 
Those items were being ignored because their heatpersecond was 6 while the default threshold was 5. I've raised the default to 10 since it doesn't need to be that low anymore so they should start getting included
SirArlen 18 May @ 11:31am 
im just reporting the sepulchral brazier and statue from Dark Ages: Crypts and Tombs somehow fell through the crack and still have a refuelable comp on it. Awesome mod btw
Vintage 13 May @ 2:07pm 
Awarded. Haven't seen a mod in so long that had a noticeable improvement on my game speed to this degree. Especially with the option to have it not fully get rid of the refuel mechanic all together. Thank you for your service to the community. :steamthumbsup:
Jsin0  [author] 10 May @ 11:12am 
@King Matt, you've actually brought to my attention that cooling sources get included in the comp removal. Thank you!
Jsin0  [author] 10 May @ 9:59am 
@darknesswei, can you post your error log to the Bug Reports thread with a description of your issue?
darknesswei 9 May @ 9:23pm 
can't close mod setting UI to change
King Matt 👑 9 May @ 10:51am 
Created and tested a patch for The Profaned:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3202008037

If you would like to officially integrate it I am happy to send it over. Link below:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3478639242
Jsin0  [author] 9 May @ 12:04am 
@Beny, It's fixed now
Jsin0  [author] 8 May @ 3:11pm 
@beny, I'll take a look at that
Beny 8 May @ 10:42am 
It appears that production buildings like campfires, manual stove, deathrest buildings and similar modded ones, which consume fuel on being used, all consume fuel much faster, without ticking less often, making them all practically unusable
Steve 7 May @ 4:16pm 
Hell yeah thanks for this, seems to work fine so far
Jsin0  [author] 4 May @ 7:55pm 
The slower fuel burn was a bug but its fixed now so it shouldn't affect it anymore
Annabellee 4 May @ 6:19pm 
If I turn off remove comp it burns fuel but with a slower tick rate.which would slow down getting the upgrades.
Annabellee 4 May @ 4:57pm 
So with the wood-fire arcs, you need to burn wood. After burning a set amount, you can upgrade it to get more power. Since this mod removes the need to fuel it, I can't upgrade it.
Jsin0  [author] 4 May @ 1:37pm 
@Annabellee Can you clarify what the problem with the ARC is?
Beny 2 May @ 2:28pm 
It appears that the scaling of the fuel consumption is not currently working. Tested with just lamps and harmony. Setting delay to 10 ticks mean torches consume 1/10 of the fuel and last 10x as long
Annabellee 2 May @ 10:11am 
So the wood-fire and the wood-fueled arc from vanilla quest expand the generator needs to be black list. Otherwise you can due the upgrades on it
BOYCOTT S-T-E-A-M! 28 Apr @ 2:46am 
Only tested very briefly, but the update seems to have fixed my issue as well. Torches are lit again and functioning. The problem of them showing as burnt out and needing refueled, but unable to be automatically or manually refueled has been resolved. Thanks again for the update and awesome mod!
Jsin0  [author] 27 Apr @ 7:03pm 
I'll definitely look into that next
Annabellee 27 Apr @ 6:44pm 
Question would be there be a way to add/remove from the patch and unpatch list from the mod menu?
Jsin0  [author] 27 Apr @ 6:32pm 
@Frezlin I'm glad to hear that!
Frenzlin 27 Apr @ 4:48pm 
New update fixed my issue!
LoopKat 27 Apr @ 4:09pm 
Actually, letting it run a little longer, both comp removal and delay seem to reach a peak of about 115-120tps now, though delay seems to reach that peak slightly more consistently and sometimes peaks up to 130 (which comp removal does not do)
LoopKat 27 Apr @ 4:04pm 
@Jsin0 Just checked with the latest version and that seems to have fixed it. Tps is now pretty much on par with the other mod, hovering somewhere between 90-105 under the same zoom and speed conditions. For this and my previous comment, all mod settings for this C# mod were left at default

Switching from comp removal to delay (both at default settings), the average tps increases slightly to about 100-120
Jsin0  [author] 27 Apr @ 3:16pm 
@LoopKat, do you still see that after the update? If so, is that with comp removal or delay?
Frenzlin 25 Apr @ 7:12pm 
I think the latest update messed something up. I loaded a save and all my torches had a fuel requirement, but couldn't actually be refueled. This applied to newly built torches as well. It was working fine before the update
LoopKat 25 Apr @ 5:37pm 
Very strange behavior out on the modded Rim today. I've been using Lag Free Torches and More for a while and decided to try swapping it out for this. On a pretty late game colony, I was getting about 100tps on 3x speed while fully zoomed out, but switching to this mod tanks it down to about 50tps. Ironically, using neither mod actually nets me about +50tps. I only have a handful of torches in my colony (a blood torch + some braziers from Dark Ages: Crypts and Tombs), so maybe that has something to do with it, but it's strange that there's so much more overhead from this mod in my particular setup
Annabellee 25 Apr @ 4:52pm 
Is there a way you can add too the black/whitelist from the mod menu?
Jsin0  [author] 25 Apr @ 3:22pm 
I'll take a look tonight, in the meantime, make sure "Replace Comp?" Is unchecked in the mod settings. That will go back to removing the refuelable comp
Joe Mc'Murray 25 Apr @ 2:38pm 
update broke it this morning please fix torches are requiring fuel again after update
BOYCOTT S-T-E-A-M! 25 Apr @ 1:11pm 
Torches and Wall Torches just became unable to be refueled for me. I'm assuming its related to the update you just made. Campfires and anything excluded work fine, but anything addressed by the patch can't be refueled again once its empty. When built if you click on them they show multiple listings in the HUD for the fuel consumption. Unsure if that's related or just a visual bug.
You can't order anyone to directly refuel patched torches whether they are entirely or just partially empty. Played earlier today in the same game with the same mods all enabled and everything was working fine.
Jsin0  [author] 25 Apr @ 10:27am 
I actually just changed the logic to exclude power consuming/generating buildings
Jsin0  [author] 24 Apr @ 11:25pm 
Totally can, I'll include that in the next update. In the meantime, you can add it manually in Defs/ForcedList.xml
BFFox 24 Apr @ 11:12pm 
Hi, I found that this mod accidentally removes the CompRefuelable from AC_SleeveGestator (from Altered Carbon mod), which causes the building to stop functioning entirely (no fuel bar, no cloning).

Since this mod dynamically removes CompRefuelable from all buildings meeting the criteria, it might affect other buildings that are not obvious light sources.

Would it be possible to whitelist or exclude AC_SleeveGestator by default?

Thanks for the great optimization work overall — just wanted to report this edge case.
Jsin0  [author] 23 Apr @ 3:57pm 
Mod options will give you more control over what you want patched and I'll see it I can get it to show what will be patched
Jsin0  [author] 23 Apr @ 3:52pm 
Campfires, no, they have a heatpersecond of around 25 so they get excluded, braziers yes since their heatpersecond is less than 5