RimWorld

RimWorld

Medieval Overhaul
Early-Game Slowdown
I remember the Medieval mods always used to have a problem where the game would essentially stop "ticking" after so many hours of play. However, after recently installing this mod alongside a few others (such as Rimedieval), I have had the game's assets stop functioning and force itself into pause mode.

In this pause mode, I am unable to speed the game up to normal, nor does anyone move. I tend to notice, before it pauses completely, that some of my pawns are stuck with the activity "standing" in a loop.

About a year ago I tried to find a solution to this and had to give up all Medieval mods and essentially never play at that tech level again. I was hoping someone would have solved this by now.

Has anyone else experienced this? The last person to whom I spoke about it said that "all those Medieval mods" gave him trouble and so he couldn't use them either.
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Pupu 28 Oct, 2024 @ 3:30pm 
I was trying to find discussions about another mechanic and stumbled upon this so here is my "fix" for a similar, if not exactly the same, issue. After fiddling with the mod composition for some time I realized that the problem that caused lagging and slowing down like you described, was the harpoons. My scenario had some harpoons as starting items and apparently even just a couple of harpoons thrown around the map were enough to make the game not be able to keep up with even the default game speed. I used cherry picker mod to get rid of the harpoons and never had an issue like this since. Although I cant be 100% sure it was the harpoons, i would bet a lot of money on it.
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