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also sorry if I come off as annoying, i know you might not really want this help or even think of it as help, but I enjoy poking into mods that are laggy and finding out why.
But thanks for reporting all this! Super helpful!
I find it strange you do it one at a time if free has the effect i noticed.
I mean updating the pawns priorities, like cycle through the pawns and do them 1 at a time after 30 or 60 ticks. so like 60 ticks pawn 1 checks the saved global stuff like do pawns need tending, then calculates using their personal properties, applies them, and then 60 ticks later pawn 2 does this, then every 600 ticks you update all of the global stuff or if that's too much of a spike, you calculate them 1 at a time like the pawns except it's calculate iscookingdirty, then 120 ticks isplantblighted, etc. like I said above, setting the priorities seems to have the biggest impact currently. if calculating the priorities are inside there they should be moved around. because i don't really know what the internals of rimworld look like it's hard to say but it appears the applying of priorities is what's a hog since it seems proportional to the number of job priorities and the number of pawns.
just the things that come to my mind, hope your release goes well.
I'll probably eventually move to a process where only one pawn and one work type is processed per tick. This should really smooth things out.
I know not super important but boy does it make reading logs a pain. XD
don't worry about it though if it's too much work.
with worktab+pawnmorpher it's at .3ms average and the graph is much smoother with spikes of 8ms(very rarely goes to 50ms), feels much nicer to play with. sometimes the average stays around .25 and spikes are less frequent at night.
the spikes still seem related to worktab's patch though, very strange as they only happen like once every 2000+ ticks, so no concern for you.