RimWorld

RimWorld

6,068 ratings
RocketMan - Performance Mod
158
65
19
66
15
28
25
21
32
25
6
23
10
4
15
15
6
5
4
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
26.914 MB
6 May, 2021 @ 9:10pm
22 Apr, 2024 @ 10:44am
104 Change Notes ( view )

Subscribe to download
RocketMan - Performance Mod

Description
Error reporting to almost any mod requires alog these days
Use https://steamproxy.net/sharedfiles/filedetails/?id=2873415404 to get said log

Our lord and savior Zetrith has blessed us with the Prepatcher! Please go show them some love!
CHECK IT OUT THE PREPATCHER BY ZETRITH
https://steamproxy.net/sharedfiles/filedetails/?id=2934420800

RocketMan for RimWorld 1.4 is now out!
RocketMan: 2 Fast 2 Stupid update
Reintroduced the legendary GlowGrid Fix for smoother GlowGrid updates!
GlowGrid Fix Explained
RimWorld has a very bad implementation of the lighting grid. It basically recalculates the entire light grid for the entire map any time a change occurs such as a light bubble being switched on/off or fire. RocketMan makes the updates only occur in the relevant areas. This will result in a smoother game experience and generally removing light related lag spikes. It can reduce a 2 second spike to 0.1 second or less!

RocketMan
RocketMan is designed to improve RimWorld performance and loading times. It can add up to 500 TPS back to your game improving your FPS and overall experience. This mod has been in development and testing for over then 9 months with +1200 hours of work.



Please note this mod is still in development and can have some problems.

For more tips on performance by performance nerds JOIN the RocketMan Discord server[discord.gg]

Important note: RocketMan should be the last mod in your mod list.



For more tips on performance by performance nerds JOIN the RocketMan Discord server[discord.gg]

Features:
  1. Loading time reduction: RocketMan will cache the final def structure on loading. This means that the patching process can be skipped on the next launch greatly reducing loading times when using large a mod list with a lot of patches! (especially with mods like CE). The cache will be cleared automatically on any change.
  2. Time dilation: time dilation is a feature of RocketMan where it throttles the tick rate of animals from 60 Hz to 5 Hz. This allows you to have hundreds of world pawns and animals on your map with almost no performance impact.. This will lead to a huge performance impact on large maps and old colonies.
  3. Statistics caching: RimWorld; without RocketMan, will do the same calculations for stats every tick. RocketMan allows you to cache these results thus removing 90% of the vanilla overhead. This will result in a modest performance impact.
  4. GlowGrid (Reintroduced in 1.4): RimWorld has a very bad implementation of the lighting grid. It basically recalculates the entire light grid for the entire map any time a change occurs such as a light bubble being switched on/off
    RocketMan makes the updates only occur in the relevant areas. This will result in a smoother game experience and generally removing light related lag spikes. This will help greatly with mods that have lighting effects in them by eliminating lag spikes.
  5. World Reachability Checks: RocketMan when first loading the game creates a table containing the reachability data for each planet tile. Thus making the process of finding if a tile is reachable from another tile almost O(1) or one operation.
  6. Pathfinding Stability (disabled and being reworked): RocketMan will detect pathfinding errors and fix them to some degree.

Notes:
  • For optimal results turn off adaptive mod after 45 minutes.
  • RocketMan doesn't support RimThreaded and never will.
  • Bug reports with no logs will not get a response.
  • RocketMan should be loaded at the very bottom.

For more tips on performance by performance nerds JOIN the RocketMan Discord server[discord.gg]


RocketMan is OpenSource and for anyone to use, modify, update.

Credits:
  • Team: Karim, Alu
  • The Thumbnail: Trisscar.
  • The original concept of Stat caching: Notooshabby.

Special Thanks goes to:
  • Alu for keeping this mod alive and for their unbelievable support!
  • Madman666 the entire Dubwise server for the help and testing they provided!
  • Trisscar for their awesome thumbnail.
  • Dubwise and Wiri for the awesome Dubs performance analyzer!
  • Dubwise for hosting me on his discord server.
  • Wiri for their awesome contribution.
  • Bad Vlad (ModderK) for their awesome feedback.
  • Brrainz for Harmony and ZombieLand which inspired my time dilation solution.
You can always ask questions on the Dubwise discord server: https://discord.gg/Vn8Gp8BgfX

FAQs and common questions:
  • Q: What is time dilation and how does it affect AI or combat?
  • A: Time dilation in throttling wildlife from 60 Hz ticking to 5 Hz ticking or on average. The way throttling works for world Pawns can be described with the previous sentence. However wildlife throttling is much more complicated. Wildlife is throttled almost all the time except in one case: when you are zoomed in on the animals. As a general rule wildlife that you can’t view can tick as much as 3 times a second on average rather than 60. However the closer you get the camera view the less throttled it will get. Now when you’re zoomed out to more than 50% of the zoom, all animals are throttled even the ones on screen however due preserve smoothness of animations it will throttle them more the higher the game speed is, it will throttle them more the closer they are to the screen edge and will throttle them more when you’re zoomed out. Thus this system grants you the optical illusion of smoothness since it is aware of what you’re doing and what needs to tick when. Regarding combat and AI behavior, this mod will not throttle animals that are engaged in combat or currently fleeing enemies or in a mental state. Those in a mental state are only throttled outside of combat. Generally this mod will preserve the delta over time for any need, hediff, etc. This means that when its throttled it will tick less but it will take larger steps (As an example the walking speed is increased but since its ticking less the average over a second stays the same).
  • Q: Is it CE compatible?
  • A: Hell yeah it is.
  • Q: Any incompatible mods?
  • A: Only 2. The Multiplayer mod (the mp mod discord apparently has a fork for compat) and RimThreaded.

For more tips on performance by performance nerds JOIN the RocketMan Discord server[discord.gg]




Again please make sure to have RocketMan loaded at the very bottom of your mod list.

All support is appreciated!
Support me on Patreon[www.patreon.com] Or

[ko-fi.com]

INTRODUCING MY NEW COMBAT AI MOD WITH KILLBOX KILLER
CHECK IT OUT
https://steamproxy.net/sharedfiles/filedetails/?id=2938891185
Popular Discussions View All (12)
273
25 Dec, 2024 @ 12:20pm
Help Forum
milosx
2
17 Nov, 2024 @ 11:29am
"Please unpause the game... RocketMan is warming up!" issue
Adambaked
1
9 Aug, 2024 @ 2:43am
Second day max 160 TPS
Traumagist
2,353 Comments
SmellyFishNuggets 10 Jan @ 1:51pm 
what does suspended mean in the global settings
mayonez 3 Jan @ 8:20am 
i wanna kiss the devs on the cheeks for making this
mwa <3
Король Чародей 28 Dec, 2024 @ 4:45am 
Guys, tell me how to enable a tab with the ability to disable notifications.
Krelpy 24 Dec, 2024 @ 5:57pm 
i am also getting issues with H:\SteamLibrary\steamapps\workshop\content\294100\2479389928\1.5\Plugins\Experimenta
bungos23 24 Dec, 2024 @ 1:19pm 
I have the same problem as FlareFluffsune, commissar viktor, and Plutocron.
Hashlin 23 Dec, 2024 @ 11:15am 
Didn't know you needed to manually enable the 45-minute stats cache at the start of my new colony. Will I still get the same benefits if I do so with a colony that's already been established for a little while?
芬尔琅娜 22 Dec, 2024 @ 5:01am 
这抽象模组动不动就把远行队和出任务的小人吞掉
Plutocron 21 Dec, 2024 @ 1:15pm 
I have the same error, it seems it exclusively occurs if you start with Dev Mode on.
commissar viktor 16 Dec, 2024 @ 10:23pm 
Im also haveing The same Game error as Flare here.
FlareFluffsune 5 Dec, 2024 @ 5:30am 
I keep getting the following error: ROCKETMAN: loading plugin failed Could not find a part of the path 'G:\SteamLibrary\steamapps\workshop\content\294100\2479389928\1.5\Plugins\Experimental'

I've resubbed to the mod which didn't fix the error, but after checking the directory myself it doesn't appear to exist.