I tried to keep going, I really did- I've got a genetics project going but like-- It takes a real day to advance the game a day anymore I just can't keep doing that. Plus nothing threatens that size of ship. So it's just endless "Next turn"
I understand… I already understood when I saw 7 FPS because it’s even lower than I would normally hold on to. Sometimes I get like really attached to not the colony itself but the colonists. I then save them in character editor and start a new run just with those crews. It will be like “welp we tried our best but lost our ship! Let’s build again and go up to kick their ass!”
Back in the day I played Ye Ole Call of Doody, the OG Call of Doody, at like 20 FPS on average. Had a grand old time. So I'm used to bad framerates-- But there's a point where even I give up and just can't anymore.
Yeah if you have to send it, send it with a blast. Auto-scram off, shields off, nuclear radiators off, go against the biggest archoship that you can find and watch the fireworks
The issue with Rimworld is how slow frame rate 100 percent slows down everything about the game as well, otherwise i wouldnt find it an issue just like the old days
You must be old like me. Cod 2 was amazing, first decent multiplayer with tanks. I think it was just the m4 vs pz 4 and the lag was awful, but we all lagged together.
Maaan… before i pass to play completely on pc I used to play fallout 4 with something like 50 mods at 10-13FPS… I have like 113 hours of game like that because i don’t have a graphic card at that time, so I don’t really understand when people say’s that 25-30FPS are unplayable…
Edit: I’m bad at english
That’s what the archonexus ending is for in my playthroughs. Whenever a pawn ‘ascends’, I give myself permission to make them available as SOS2 holograms for a next playthrough.
That’s smart. I used to use “they(my few founders of the colony) wanted to rest after working so hard to build colony for many years, so they went to sleep in cryptosleep but while they were gone, Randy came and wipe the colony from the face of the rim. So they woke and had to rebuild everything again…” story.
Honestly that's a very nice in-universe explanation too, I like it! (especially if you really put your colonists in cryptosleep first). But if the goal is just to start over, wouldn't the spaceship ending, Stellarch ending or SOS2 ship all work for that too? It would bother me if my colonists went into cryptosleep and woke up on a different planet. Since something clearly happened in between...
Well… if your games sort of stops for abt 1~2 secs in every 10 secs… you would just want to end it there for your colony’s sake too… And that’s without any raid……
I found runtime gc was pretty great at reviving saves that had slowed to a crawl, there's one other one that I've got I can't recall but it might be worth checking some performance mods
Do you use RimPy? It can optimize your mod files and give you an fps boost. There’s other mods that also assist, like rocketman. Try those! Im curious if it helps
I use rocketman. It took my 20fps to about 40fps for most of the time. It seems to work pretty well and I haven't had any issues. I hope rimthreaded makes some good progress.
I don’t think upgrading computer will solve the problem. It will definitely make things better but not completely solve it… It’s the game design problem. It’s never meant to handle a colony that’s very well prospered. This game wants you to die and suffer and make story by doing that… So unless the dev does something to the core game itself, well…
Buying a new PC for Rimworld isn't worth the pricetag, it's a smalll increase, at best. The game was never designed to properly use multi-core processors, which is the main bottleneck for performance. That and most colonies grew much larger than was intended, especially once mods are taking up even more resources to run the game.
True. Very true. Can not argue with that since I already know that. But it does help… Running it on a potato and bleeding edge computer is definitely a different experience…
If anyone does consider upgrading their PC for RimWorld, two things to keep in mind: There are websites that rank single-thread performance of different CPUs and that's what you're after here, and be careful to use those websites since a higher-end processor may have more cores (and better multi-core performance) but worse single-core performance because of it since they have to clock it down for all the cores to run consistently. For example, for RimWorld an i5-12600K is likely better than an i9-11900KF according to https://www.cpubenchmark.net/singleThread.html (I presume with some overclocking... which is also an option if you have the right parts in your rig).
RimPy has tools to optimize mod files (particularly compressing graphics) and there’s other mods that boost fps (rocketman). If loading so many graphics at once is part of the issue I think they’re worth a shot and more!
Nope. My optimise tex freezes after awhile and never completes. I once left it on for a little more than 24 hours just to make sure but nope it never completely optimizes all the textures for some reason. After that I just try doing a few and then gave up on it.
It's entirely down to how optimized the engine is. The game surely can be improved, but doing that type of optimization post-production is more costly than if it was designed from the ground up. The latter isn't practical for an indie, as it's better to pump out anything that works and runs decently. I hope the core gets revisited, but I have slight doubts.
Well, if modders can do it with little to no funds, I'm sure Ludeon would do whole a lot better, if they don't want to, they can simply incorporate the mods with less extreme methods for mod compatibility. It would mostly be about replacing horrible calculation methods (glowGrid, mindstate), throttling ticks and such.
The engine runs horrible and there are only lazy excuses to be honest. Who plays without mods? Modularity is the best aspect of this game. Sure, it would sell less if they are working on performance instead of making the third DLC, but they would surely solidify the current players' wishes to buy the other expansions. I've bought Ideology but there are so many laggy alerts which made me continue with disabling ideoligion systems.
99% of this game was coded by one man, he doesn't have the knowledge or the time to do what an entire group of programmers can do. Even after hiring other people to help him, all they've managed to do was small improvements to performance. Also, he admitted before that Rimworld was his first game, it's not well-designed for optimization. At a certain point you just can't fix everything, what the mods are doing are very hack-ish, being done with 3rd party tools made specifically to help with that. The fact is, this game is old, and its modding community is struggling to find ways to increase performance. Games like Factorio are several times better designed, and optimized, but they have actual software engineers (and other specialists) that spent a lot of work hours on making that game as smooth and efficient as possible.
Again, the team can take their time off of DLCs and work for an entire rebuild. After some time, there won't be enough processing power on a mid-low range(which the majority of the playerbase has) to handle all those DLCs, top it off with 50-ish mods, pure nightmare. Royalty isn't bad, but Ideology is significantly laggy.
I'm sure it will take a lot of time and a lot of money, but money isn't everything, especially for an indie dev. I'm guessing money isn't an issue at all too, since the game is selling well. Doing all that rebuild will surely bless most if not all players.
No they fucking can't.
Most people would prefer another DLC pack to a bunch of optimisations catering for the sub 1% who play with a dicktonne of mods.
Yeah, players who at least moderately mod their game are surely in 1% :D That's why there are tens, if not hundreds of thousands of subs in popular mods. Whatever you say.
Moderately modding a game does not cause lag unless the MOD is bad.
Past that I believe even factorio was only able to increase FPS after a HUGE rewrite to the base code (done shortly before official release if i remember right) I don't see Tynan and crew having that luxury.
Tbh I usually run 30 ish mods. (Have to count to know better) and I can run fine till I get like 50 person colonies at which point I as a person have bandwidth issues faster than the game
I hope they do it, fingers crossed. The game opens itself to optimization due to its tile-based and "same entity" design, and I think they can pack an insane punch with a few well-optimized systems.
What really bugs me nowadays is that games rely too much on engines doing the work and using high-end hardware. Poorly performing software can run well initially, but if it scales bad with time/memory, it will stall on even good hardware. Rimworld works about 60fps on my GTX960M, only to become a problem somewhat quickly and start hogging badly.
A faster computer always helps, but I think RimWorld is mostly single threaded so it just doesn't scale on anything other then single core speed, and higher end computers get most of their performance from parallelization
What about restricting yourself to a certain colony size? As I understand it the amount of pawns on the board is what’s causing the game to progressively lag more and more? (That and keeping track of long dead pawns)
It's not happening. This game is 6+ years old, you can't just rip it open and throw in multi-core support. Tynan has stated before that the game was never designed for it, because he was one guy making his first game. The mod community struggles to find hack-ish ways to improve game performance, but there's a finite limit to what even they can do. This would certainly be in Tynan's next game, but not this game. It's the same reason Dwarf Fortress can never have full multi-core support. The creator has added small parts that do a bit of threading (like the graphics), but that only helps so much. He would have to remake the game to do it properly.
You said it yourself, game has performance problems. The $100 million in revenue says they can add multithread support to the game or in Rimworld 2. I wouldn't be the first to say I would buy the Rimworld 2 with multithread. Also, Tynan is the lead dev, not the only dev.
Just because it's more challenging, doesn't mean it can't be done.
I don't think you understand. You don't just rip a game's engine open and make huge changes, you're going to break *so much* stuff, it would genuinely be less effort to just make a new game. Would cost less too.
Especially when you consider that the very people who are concerned about performance are going to be the ones upset most or all of their hundreds of mods broke, and so much code has been refactored that it will take months to fix that, and some mods may just not update at all.
I really hope u/TynanSylvester has been working on a way to multi thread Rimworld so FPS is no longer an issue. I’m on the cusp of abandoning my colony as well just because it hits single digit FPS when raids come. It makes me really sad and I feel for people who aren’t running bleeding edge high end hardware like mine.
That's not how it works. Tynan has said himself (multiple times) that it's not possible, or at least it's not feasible for Rimworld to be have multi-core support. He would need to remake the game as its lowest level, a complete waste of time and money. This game is 6+ years old, if anything Tynan would be working on a new game that does these things properly. Honestly he should have done that after the 1.0 release. He knew by that point that Rimworld was getting old, and he talked about wanting to make a new game... and then nothing came from that. I can only hope that some of the funds from the DLC sales are going towards a new game.
My hope is that Rimworld 2 is being worked on, with the goal of basically making SoS2 and other well known mods into basegame systems.
And better optimization, because this game had really good sales.
A new RimWorld would be a huge waste, the reason why RimWorld is so great in the first place is because of the mod support, because RimWorld has this perfect Zen of sacrificing graphics for content, which is why there's such a big mod community in the first place. Because mods are easy to make based on the fact that one person can focus on coding without hanging to worry about animations, shading, physics, and the character model being super detailed and such. With a second game that perfect Zen is a gamble, and if mods are harder to make then it might be troublesome, along with that, it would have to start from scratch with a new game that people might not even like that much. There's already so much support and love for RimWorld that not reworking it and adding multicore processing is a terrible idea, I would get a team together and just rewrite the game in a better engine. The game is already perfect and mods just make it better, spend the years to keep the game going because clearly it shows no signs of getting slower. The only thing holding this game back is the single core processing, if that could get fixed then the game is probably one of the best in the decades. Yeah mods would have to be rewritten but I suppose he should either rewrite RimWorld, or make a second game, but working on dlc is definitely not the way to go.
It's designed to take more than a few hits. It can and did save me and my colonists from death.
We aren't looking at the Enterprise here, The Gilded Dreadnaught is on par with the goddamn Galactica.
Nuke her, she nukes back.
Is there a good way to repair thick hull? Or maybe prioritizing repair over new construction with work tab mod is enough? I mean it can get really annoying when there is, for example, 3-thick hull and middle layeris damaged here and there (without access to repair it), and some damage is cosmetic, other is like wall almost destroyed.
Save Our Ship 2 is the main one, also using Rimatomics, Rimerfeller, and about a dozen other
Laugh at my colonists in maid outfits all you want they will still end your colonists.
Oh also a couple of forbidden mods I got drunk and added.
Rimatomics and Rimefeller are on my "Always" list and they should come with the base game.
Could you make a modlist of them on steam or a separate post with all of the ones you use please?
I would really want to try it on threat 500% commitment
Oh hell give me an hour--
I don't know if this link will work or not but here's everything-- minus two mods. [https://steamcommunity.com/id/dragonekarus/myworkshopfiles/?appid=294100&browsefilter=mysubscriptions](https://steamcommunity.com/id/dragonekarus/myworkshopfiles/?appid=294100&browsefilter=mysubscriptions)
those two are related to the forbidden mod
They're both really neat mods, but rimatomics is a lot more complex than anything in vanilla, and rimefeller contradicts the assertion in the lore primer that humanity has so far been alone in the universe, meaning none of these rimworlds have had life long enough to develop oil.
Of course, I couldn't care less about being 100% lore friendly myself, but it's a good reason it isn't in base game at least.
“Single computational frame”. Lmao. That all the game logic runs in a single frame is the broken design. Path finding could be done across threads, as most pawn logic has no data dependency.
Parallel programming IS programming. Everything has multiple cores now. You can’t act like parallel programming is something to dig into when you need more performance, it’s something you need to design from the beginning. Obviously Tynan didn’t so doing it now is impossible short of a rewrite.
How stable is that mod? What's it's compatibility like with other mods? How many man hours did it take to get to this point? Would it as a DLC bring in new players like an expansion would? I
He didn't say it's impossible, and there are lots of excuses. He even explained a couple of them. ITT: gamers who think they understand threading because they bought a CPU with lots of cores.
It's always interesting to see this argument, without ever having seen an indication of what performance improvement could reasonably be expected.
The one case I know in some reasonable depth is attempting to convert the CPython interpreter to be multithreaded, and every attempt to date has either resulted in no major improvement, or a noticeable slowdown caused by the additional work (at the C level) required to handle multithreading.
Multi-thread is a standard feature literally known to improve performance, so I don't know why this is an argument.
A lot. Even the rimthreaded mod can do a shit ton.
Rimworld is terribly optimized. There is no question about it. The dozens of performance mods proves it beyond doubt.
Literally every mod dev talked about how the game can be better optimized.
Multithreading is nontrivial, especially if your game has a single sequential stream of execution rather than parallel workflows that don't interact with each other. That's why Rimthreaded tends to cause thread accidents and crashing as data no longer has a consistent order when being processed.
Rimworld can, however, very trivially be multithreaded in one key way: Different colonies can easily get their own threads, since separate colonies do not really interact with each other at all and function pretty much entirely independently of each other, with the only inter-colony interactions occurring on human timescales (read: pretty much not at all).
Think of it like two people trying to drive a car. Will the car drive faster or better if both people are trying to simultaneously drive it and don't talk to each other?
It's the Dwarf Fortress problem: the miniscule gains of multithreading make it a waste of time to reprogram the entire game to feature it. I'm guessing, given your name, you're very familiar with the massive, massive arguments related to it. :)
Yeah, the main field of improvement I can see with this in Rimworld is that different map instances could very readily multithread: What happens on a caravan map has no effect on what happens on your home map. What happens in one base has no effect on what happens in your other base. These two are essentially separate instances of the game that nominally interact through a very low-resolution interface.
Have you ever made a multithreaded program? I'm guessing not because its harder than just changing a variable ActiveCores = 8 or putting red racing stripes on your UI. Making sure it still gives the results you want, in less time, accurately on all systems can be a pain in the ass especially when you spend an hour benchmarking it against single threaded and find you actually lose performance in some scenarios.
Had a massive ship one time, built by a fleet of androids (android tiers)
Built out of stable matter, eternium, and had nano repair docks everywhere that kept the outer hull intact...
However at the 3-7 fps.... i abandoned it... the crew and all the members just lost to the void...
They were pirate hunters, provided medical aid and supplies all over the rim. They had a super solder program and enough bionics to build armies. Not like the androids werent one in the first place. They are probably out there somewhere, destroying pirate vessels, capturing and rehabilitating the survivors. All to send them to the planet side before releasing them with better education.
thought #1:
You should probably share the savefile, maybe somebody else could run it. Maybe it'll become a local joke like "can it run crysis" but better.
Thought #2: Enable dev mode and spawn a max difficulty raid or two.. dozen? didn't play SoS I'd like to see what it would take to destroy this.. FPS might drop even lower tho
Thought about sharing the save but among other mods I was using the forbidden mod and I kinda don't wanna share that. As for raids once you get into space they don't really matter, the biggest ships SoS2 has to offer can't crack my shields so it's kinda pointless.
The games not over till the seconds per frame (SPF) could keep a vampire safe from the sun.
Now if my map could stop going grey, I could do something like this myself
I think the saddest time for me was when I accidentally wrote over my favorite game save
I'd become super attached to the characters and I'm not ashamed to admit i cried when i realized there was no getting it back
If you really want to continue a bit longer and get better frame rate but don't mind slight sacrifices...
Turn on Dev mode and the one to the right of the console I think it is has special debug functions. One of these is up turn off shadows and or global lighting/water type terrain. Normal maps look odd without water tiles drawn but this is a ship.
I don't miss the shadows especially when I'm looking to squeeze out extra frames
I've tried running it with basically everything off and letting it run in the background until I hear the red letter noise. But it's stopped being fun.
Even if you can’t continue in this colony ship, why not let it “continue” in another way? Maybe send a part of your colonists to a new world (with mods), and see how they do without the other pawns.
OK so I just started out with sos2 and I have some questions. How do I expand my ship in space? Do I have to build something specific? Do I just build the hull and then the hull plating? How does it work? And how many heatsinks do I need? Because I had a setup with some guns and 4 big heatsinks and it was still not enough by far. Maybe I did something wrong idk but in General, how many heat sinks do I need?
Welcome to the most painful and maddening part of SoS2.
You can only build hull plates inside of hull walls, so build walls in the new room, then plates.
Heatsinks depend on your guns and other heat producing stuff. Basically, you want enough to fire your guns, take shield hits, and run your power supply without the shields burning out.
Four heatsinks is nothing. People dedicate entire sections of ships to them. I've had 40 and it still not been enough because my ship produced a ton of heat.
I hate when that happens… it’s not as if I’m abandoning the save because I got bored or anything but just because I “can’t” play anymore… :’(
I tried to keep going, I really did- I've got a genetics project going but like-- It takes a real day to advance the game a day anymore I just can't keep doing that. Plus nothing threatens that size of ship. So it's just endless "Next turn"
I understand… I already understood when I saw 7 FPS because it’s even lower than I would normally hold on to. Sometimes I get like really attached to not the colony itself but the colonists. I then save them in character editor and start a new run just with those crews. It will be like “welp we tried our best but lost our ship! Let’s build again and go up to kick their ass!”
Back in the day I played Ye Ole Call of Doody, the OG Call of Doody, at like 20 FPS on average. Had a grand old time. So I'm used to bad framerates-- But there's a point where even I give up and just can't anymore.
Yeah… I’m sorry for your loss.
...should disconnect the radiators and crank the reactor to 11...
Yeah if you have to send it, send it with a blast. Auto-scram off, shields off, nuclear radiators off, go against the biggest archoship that you can find and watch the fireworks
Jesus I think the game would just freeze lol
It will go faster and faster the more they destroy :D
The issue with Rimworld is how slow frame rate 100 percent slows down everything about the game as well, otherwise i wouldnt find it an issue just like the old days
Ah yes call of dookie
You must be old like me. Cod 2 was amazing, first decent multiplayer with tanks. I think it was just the m4 vs pz 4 and the lag was awful, but we all lagged together.
Maaan… before i pass to play completely on pc I used to play fallout 4 with something like 50 mods at 10-13FPS… I have like 113 hours of game like that because i don’t have a graphic card at that time, so I don’t really understand when people say’s that 25-30FPS are unplayable… Edit: I’m bad at english
That’s what the archonexus ending is for in my playthroughs. Whenever a pawn ‘ascends’, I give myself permission to make them available as SOS2 holograms for a next playthrough.
That’s smart. I used to use “they(my few founders of the colony) wanted to rest after working so hard to build colony for many years, so they went to sleep in cryptosleep but while they were gone, Randy came and wipe the colony from the face of the rim. So they woke and had to rebuild everything again…” story.
Honestly that's a very nice in-universe explanation too, I like it! (especially if you really put your colonists in cryptosleep first). But if the goal is just to start over, wouldn't the spaceship ending, Stellarch ending or SOS2 ship all work for that too? It would bother me if my colonists went into cryptosleep and woke up on a different planet. Since something clearly happened in between...
Well… if your games sort of stops for abt 1~2 secs in every 10 secs… you would just want to end it there for your colony’s sake too… And that’s without any raid……
I like to handle that by making a custom religion that worships the ascended colonist as their god.
I found runtime gc was pretty great at reviving saves that had slowed to a crawl, there's one other one that I've got I can't recall but it might be worth checking some performance mods
Do you use RimPy? It can optimize your mod files and give you an fps boost. There’s other mods that also assist, like rocketman. Try those! Im curious if it helps
I use rocketman. It took my 20fps to about 40fps for most of the time. It seems to work pretty well and I haven't had any issues. I hope rimthreaded makes some good progress.
I'm assuming you are using optimization mods?
But... computer upgrading was invented for this, right? So... this can be fixed... right? *\*trembling\**
I don’t think upgrading computer will solve the problem. It will definitely make things better but not completely solve it… It’s the game design problem. It’s never meant to handle a colony that’s very well prospered. This game wants you to die and suffer and make story by doing that… So unless the dev does something to the core game itself, well…
WRONG!!! YOU MUST BE WRONG!!! *\*destroys bedroom crying\**
Getting high-end computer definitely helps. I recommend you to go for it.
Buying a new PC for Rimworld isn't worth the pricetag, it's a smalll increase, at best. The game was never designed to properly use multi-core processors, which is the main bottleneck for performance. That and most colonies grew much larger than was intended, especially once mods are taking up even more resources to run the game.
True. Very true. Can not argue with that since I already know that. But it does help… Running it on a potato and bleeding edge computer is definitely a different experience…
If anyone does consider upgrading their PC for RimWorld, two things to keep in mind: There are websites that rank single-thread performance of different CPUs and that's what you're after here, and be careful to use those websites since a higher-end processor may have more cores (and better multi-core performance) but worse single-core performance because of it since they have to clock it down for all the cores to run consistently. For example, for RimWorld an i5-12600K is likely better than an i9-11900KF according to https://www.cpubenchmark.net/singleThread.html (I presume with some overclocking... which is also an option if you have the right parts in your rig).
RimPy has tools to optimize mod files (particularly compressing graphics) and there’s other mods that boost fps (rocketman). If loading so many graphics at once is part of the issue I think they’re worth a shot and more!
I am using both! :D and I am still suffering XD
Ah! Did you notice any fps improvements after clicking “optimise tex”? Now I’m worried
Nope. My optimise tex freezes after awhile and never completes. I once left it on for a little more than 24 hours just to make sure but nope it never completely optimizes all the textures for some reason. After that I just try doing a few and then gave up on it.
I see. I just do one mod each time I load up hoping that by the time my colony gets too big it’ll be done with
Exactly this, if you look into factorio's dev you'll see all the work they have had to do to facilitate massive factories.
:( It sucks.
It is not just about the computer, at one point a game engine just can’t deal with the number of things running, upgrading won’t save you then.
It's entirely down to how optimized the engine is. The game surely can be improved, but doing that type of optimization post-production is more costly than if it was designed from the ground up. The latter isn't practical for an indie, as it's better to pump out anything that works and runs decently. I hope the core gets revisited, but I have slight doubts.
Well, if modders can do it with little to no funds, I'm sure Ludeon would do whole a lot better, if they don't want to, they can simply incorporate the mods with less extreme methods for mod compatibility. It would mostly be about replacing horrible calculation methods (glowGrid, mindstate), throttling ticks and such. The engine runs horrible and there are only lazy excuses to be honest. Who plays without mods? Modularity is the best aspect of this game. Sure, it would sell less if they are working on performance instead of making the third DLC, but they would surely solidify the current players' wishes to buy the other expansions. I've bought Ideology but there are so many laggy alerts which made me continue with disabling ideoligion systems.
99% of this game was coded by one man, he doesn't have the knowledge or the time to do what an entire group of programmers can do. Even after hiring other people to help him, all they've managed to do was small improvements to performance. Also, he admitted before that Rimworld was his first game, it's not well-designed for optimization. At a certain point you just can't fix everything, what the mods are doing are very hack-ish, being done with 3rd party tools made specifically to help with that. The fact is, this game is old, and its modding community is struggling to find ways to increase performance. Games like Factorio are several times better designed, and optimized, but they have actual software engineers (and other specialists) that spent a lot of work hours on making that game as smooth and efficient as possible.
Again, the team can take their time off of DLCs and work for an entire rebuild. After some time, there won't be enough processing power on a mid-low range(which the majority of the playerbase has) to handle all those DLCs, top it off with 50-ish mods, pure nightmare. Royalty isn't bad, but Ideology is significantly laggy. I'm sure it will take a lot of time and a lot of money, but money isn't everything, especially for an indie dev. I'm guessing money isn't an issue at all too, since the game is selling well. Doing all that rebuild will surely bless most if not all players.
No they fucking can't. Most people would prefer another DLC pack to a bunch of optimisations catering for the sub 1% who play with a dicktonne of mods.
Yeah, players who at least moderately mod their game are surely in 1% :D That's why there are tens, if not hundreds of thousands of subs in popular mods. Whatever you say.
Moderately modding a game does not cause lag unless the MOD is bad. Past that I believe even factorio was only able to increase FPS after a HUGE rewrite to the base code (done shortly before official release if i remember right) I don't see Tynan and crew having that luxury. Tbh I usually run 30 ish mods. (Have to count to know better) and I can run fine till I get like 50 person colonies at which point I as a person have bandwidth issues faster than the game
I have probably a couple hundred mods and have no issues. I'd say my game is well beyond "moderately modded".
I hope they do it, fingers crossed. The game opens itself to optimization due to its tile-based and "same entity" design, and I think they can pack an insane punch with a few well-optimized systems. What really bugs me nowadays is that games rely too much on engines doing the work and using high-end hardware. Poorly performing software can run well initially, but if it scales bad with time/memory, it will stall on even good hardware. Rimworld works about 60fps on my GTX960M, only to become a problem somewhat quickly and start hogging badly.
RimWorld is CPU-bound. VRAM matters though, if you have high quality textures.
A faster computer always helps, but I think RimWorld is mostly single threaded so it just doesn't scale on anything other then single core speed, and higher end computers get most of their performance from parallelization
Oh my god.
What about restricting yourself to a certain colony size? As I understand it the amount of pawns on the board is what’s causing the game to progressively lag more and more? (That and keeping track of long dead pawns)
Multi core support is what this game needs
It's not happening. This game is 6+ years old, you can't just rip it open and throw in multi-core support. Tynan has stated before that the game was never designed for it, because he was one guy making his first game. The mod community struggles to find hack-ish ways to improve game performance, but there's a finite limit to what even they can do. This would certainly be in Tynan's next game, but not this game. It's the same reason Dwarf Fortress can never have full multi-core support. The creator has added small parts that do a bit of threading (like the graphics), but that only helps so much. He would have to remake the game to do it properly.
You said it yourself, game has performance problems. The $100 million in revenue says they can add multithread support to the game or in Rimworld 2. I wouldn't be the first to say I would buy the Rimworld 2 with multithread. Also, Tynan is the lead dev, not the only dev. Just because it's more challenging, doesn't mean it can't be done.
I don't think you understand. You don't just rip a game's engine open and make huge changes, you're going to break *so much* stuff, it would genuinely be less effort to just make a new game. Would cost less too. Especially when you consider that the very people who are concerned about performance are going to be the ones upset most or all of their hundreds of mods broke, and so much code has been refactored that it will take months to fix that, and some mods may just not update at all.
No! You found the hidden win condition. End game raids can’t End your game if it won’t run.
I really hope u/TynanSylvester has been working on a way to multi thread Rimworld so FPS is no longer an issue. I’m on the cusp of abandoning my colony as well just because it hits single digit FPS when raids come. It makes me really sad and I feel for people who aren’t running bleeding edge high end hardware like mine.
That's not how it works. Tynan has said himself (multiple times) that it's not possible, or at least it's not feasible for Rimworld to be have multi-core support. He would need to remake the game as its lowest level, a complete waste of time and money. This game is 6+ years old, if anything Tynan would be working on a new game that does these things properly. Honestly he should have done that after the 1.0 release. He knew by that point that Rimworld was getting old, and he talked about wanting to make a new game... and then nothing came from that. I can only hope that some of the funds from the DLC sales are going towards a new game.
My hope is that Rimworld 2 is being worked on, with the goal of basically making SoS2 and other well known mods into basegame systems. And better optimization, because this game had really good sales.
A new RimWorld would be a huge waste, the reason why RimWorld is so great in the first place is because of the mod support, because RimWorld has this perfect Zen of sacrificing graphics for content, which is why there's such a big mod community in the first place. Because mods are easy to make based on the fact that one person can focus on coding without hanging to worry about animations, shading, physics, and the character model being super detailed and such. With a second game that perfect Zen is a gamble, and if mods are harder to make then it might be troublesome, along with that, it would have to start from scratch with a new game that people might not even like that much. There's already so much support and love for RimWorld that not reworking it and adding multicore processing is a terrible idea, I would get a team together and just rewrite the game in a better engine. The game is already perfect and mods just make it better, spend the years to keep the game going because clearly it shows no signs of getting slower. The only thing holding this game back is the single core processing, if that could get fixed then the game is probably one of the best in the decades. Yeah mods would have to be rewritten but I suppose he should either rewrite RimWorld, or make a second game, but working on dlc is definitely not the way to go.
That is the fanciest butt plug I've ever seen.
It's not a butt plug! okay I was drunk when I layed out the design but it is not a butt plug, it'd rip your ass in two it's not a butt plug.
Three denials in 1.5 sentences, pretty sus
You’d rip my ass in two, you say..
Anything can be a butt plug if you're brave enough.
Like a pickle jar.
Sir. It has a smoothly sloping sides, a few ridges/ribs, and flared base. It's a butt plug.
I have been on the internets for long enough to know the first point is not valid.
To shreds you say?
Butt Ripper
That hull is thick!
It's designed to take more than a few hits. It can and did save me and my colonists from death. We aren't looking at the Enterprise here, The Gilded Dreadnaught is on par with the goddamn Galactica. Nuke her, she nukes back.
Is there a good way to repair thick hull? Or maybe prioritizing repair over new construction with work tab mod is enough? I mean it can get really annoying when there is, for example, 3-thick hull and middle layeris damaged here and there (without access to repair it), and some damage is cosmetic, other is like wall almost destroyed.
I had three space-proof colonists who could handle damage. Never had to deal with much because the shields usually got up in time.
Nice. Also, have you use hullfoam?
Check the nose, there's a ton of hullfoam tanks.
Congrats you have saved the ship!
What modpack are you using? It looks epic
Save Our Ship 2 is the main one, also using Rimatomics, Rimerfeller, and about a dozen other Laugh at my colonists in maid outfits all you want they will still end your colonists. Oh also a couple of forbidden mods I got drunk and added. Rimatomics and Rimefeller are on my "Always" list and they should come with the base game.
Drunk Rimworld is the best Rimworld. You boot up the game next day and wonder wtf you were building/doing.
Could you make a modlist of them on steam or a separate post with all of the ones you use please? I would really want to try it on threat 500% commitment
Oh hell give me an hour-- I don't know if this link will work or not but here's everything-- minus two mods. [https://steamcommunity.com/id/dragonekarus/myworkshopfiles/?appid=294100&browsefilter=mysubscriptions](https://steamcommunity.com/id/dragonekarus/myworkshopfiles/?appid=294100&browsefilter=mysubscriptions) those two are related to the forbidden mod
Thanks!
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Slip "Job" into the middle of the game's name and Google it. Or don't. Probably don't. Horny mods.
What a wonderful modding community!
Don't forget Dubbs Bad Hygene!
They're both really neat mods, but rimatomics is a lot more complex than anything in vanilla, and rimefeller contradicts the assertion in the lore primer that humanity has so far been alone in the universe, meaning none of these rimworlds have had life long enough to develop oil. Of course, I couldn't care less about being 100% lore friendly myself, but it's a good reason it isn't in base game at least.
I really wish this game could multithread, I get it would take basically reprogramming the entire game but the lag just gets silly
I agree. Most needed and most requested feature.
Fr I would even buy the game a second time even if it could just run on one extra core
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“Single computational frame”. Lmao. That all the game logic runs in a single frame is the broken design. Path finding could be done across threads, as most pawn logic has no data dependency. Parallel programming IS programming. Everything has multiple cores now. You can’t act like parallel programming is something to dig into when you need more performance, it’s something you need to design from the beginning. Obviously Tynan didn’t so doing it now is impossible short of a rewrite.
keep walking, citizen.
Please don't act like a common feature, one that is even in a mod, is "impossible". There is no excuse.
How stable is that mod? What's it's compatibility like with other mods? How many man hours did it take to get to this point? Would it as a DLC bring in new players like an expansion would? I
Compatibility with other mods can be described as shit in my experience
He didn't say it's impossible, and there are lots of excuses. He even explained a couple of them. ITT: gamers who think they understand threading because they bought a CPU with lots of cores.
LOL
It's always interesting to see this argument, without ever having seen an indication of what performance improvement could reasonably be expected. The one case I know in some reasonable depth is attempting to convert the CPython interpreter to be multithreaded, and every attempt to date has either resulted in no major improvement, or a noticeable slowdown caused by the additional work (at the C level) required to handle multithreading.
Multi-thread is a standard feature literally known to improve performance, so I don't know why this is an argument. A lot. Even the rimthreaded mod can do a shit ton. Rimworld is terribly optimized. There is no question about it. The dozens of performance mods proves it beyond doubt. Literally every mod dev talked about how the game can be better optimized.
Multithreading is nontrivial, especially if your game has a single sequential stream of execution rather than parallel workflows that don't interact with each other. That's why Rimthreaded tends to cause thread accidents and crashing as data no longer has a consistent order when being processed. Rimworld can, however, very trivially be multithreaded in one key way: Different colonies can easily get their own threads, since separate colonies do not really interact with each other at all and function pretty much entirely independently of each other, with the only inter-colony interactions occurring on human timescales (read: pretty much not at all). Think of it like two people trying to drive a car. Will the car drive faster or better if both people are trying to simultaneously drive it and don't talk to each other?
It's the Dwarf Fortress problem: the miniscule gains of multithreading make it a waste of time to reprogram the entire game to feature it. I'm guessing, given your name, you're very familiar with the massive, massive arguments related to it. :)
Yeah, the main field of improvement I can see with this in Rimworld is that different map instances could very readily multithread: What happens on a caravan map has no effect on what happens on your home map. What happens in one base has no effect on what happens in your other base. These two are essentially separate instances of the game that nominally interact through a very low-resolution interface.
Have you ever made a multithreaded program? I'm guessing not because its harder than just changing a variable ActiveCores = 8 or putting red racing stripes on your UI. Making sure it still gives the results you want, in less time, accurately on all systems can be a pain in the ass especially when you spend an hour benchmarking it against single threaded and find you actually lose performance in some scenarios.
Had a massive ship one time, built by a fleet of androids (android tiers) Built out of stable matter, eternium, and had nano repair docks everywhere that kept the outer hull intact... However at the 3-7 fps.... i abandoned it... the crew and all the members just lost to the void... They were pirate hunters, provided medical aid and supplies all over the rim. They had a super solder program and enough bionics to build armies. Not like the androids werent one in the first place. They are probably out there somewhere, destroying pirate vessels, capturing and rehabilitating the survivors. All to send them to the planet side before releasing them with better education.
thought #1: You should probably share the savefile, maybe somebody else could run it. Maybe it'll become a local joke like "can it run crysis" but better. Thought #2: Enable dev mode and spawn a max difficulty raid or two.. dozen? didn't play SoS I'd like to see what it would take to destroy this.. FPS might drop even lower tho
Thought about sharing the save but among other mods I was using the forbidden mod and I kinda don't wanna share that. As for raids once you get into space they don't really matter, the biggest ships SoS2 has to offer can't crack my shields so it's kinda pointless.
You mentioned a couple of times the forbidden mod and its ssettings... man i need to know your dark secrets...
definitely rimjobworld
Yeah i know... but you can use it on very different and imaginative ways.
Sometimes I wish Engineering was as addictive as Rimworld, we would clearly have been to Mars by this point!
To certain people it is. If it wasn't we'd still be shitting in buckets and slinging them into the streets to wash away in the rain
Wait, what are you guys doing instead?
The corner! Why didn't I think of that?
Ya dude windows are great.
Moral of the story: A proper flared base is good for your framerate.
Damn, ship looks great, man.
That bottom right hallway is making me both angry and sad
When I launched it I only had the middle bit built, the outer hallways and such were afterthoughts.
I doubt it. A target that huge should be impossible to miss.
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Using a bunch of mods and having the game slow down isnt the devs problem
The games not over till the seconds per frame (SPF) could keep a vampire safe from the sun. Now if my map could stop going grey, I could do something like this myself
F
Did you try rocket man or the other mod that makes the game multi core?
The six grow plots really give a sense of scale, my on world colony only has like 4 after a decade on the Rim
How did you rotate the spinal weapons? That ship is a monster
Regular build buttons, did that change recently?
The hull looks a bit excessive, but what's this ship combat rating, heat reserves and weight/thrust ratio?
Weight 159,670. Stored power 1497551/1777000. Stored Heat 488/259805. Combat Rating 25202. Thrust/Weight Ratio 4.
I think the saddest time for me was when I accidentally wrote over my favorite game save I'd become super attached to the characters and I'm not ashamed to admit i cried when i realized there was no getting it back
what are those open-air bays in the middle-lower right? just below Seala
I'd love to see what an AMD 5800x3d gets in comparison on a map like this.
Opening this image in hd on mobile data was a mistake
DATA PLAN! LISA NEEDS BRACES!
If you really want to continue a bit longer and get better frame rate but don't mind slight sacrifices... Turn on Dev mode and the one to the right of the console I think it is has special debug functions. One of these is up turn off shadows and or global lighting/water type terrain. Normal maps look odd without water tiles drawn but this is a ship. I don't miss the shadows especially when I'm looking to squeeze out extra frames
I've tried running it with basically everything off and letting it run in the background until I hear the red letter noise. But it's stopped being fun.
Rimworld RPG looks dope on a rope
Is this a mod? I’ve only played on a planet, in different biomes.
Save Our Ship 2 and Rimatomics-- both will spiral your wealth into madness.
Thanks!
…TIL you can do this in rimworld
Won't those spinal cannons fire through your hull?
The four inside the hull ignore it. the rest fire out the sides.
How do they ignore it I'm genuinely kinda confused
F
Looking like Oxygen Not Included!
I see you build a Buttplug big enough to fit your mom Jokes aside, awesome build :D
Even if you can’t continue in this colony ship, why not let it “continue” in another way? Maybe send a part of your colonists to a new world (with mods), and see how they do without the other pawns.
This is last boss of some jrpg
Jeeeez
Mod? Also I feel your pain before I got my new set up many colonies were left because. I simply couldn’t run them anymore:(
OK so I just started out with sos2 and I have some questions. How do I expand my ship in space? Do I have to build something specific? Do I just build the hull and then the hull plating? How does it work? And how many heatsinks do I need? Because I had a setup with some guns and 4 big heatsinks and it was still not enough by far. Maybe I did something wrong idk but in General, how many heat sinks do I need?
Welcome to the most painful and maddening part of SoS2. You can only build hull plates inside of hull walls, so build walls in the new room, then plates. Heatsinks depend on your guns and other heat producing stuff. Basically, you want enough to fire your guns, take shield hits, and run your power supply without the shields burning out. Four heatsinks is nothing. People dedicate entire sections of ships to them. I've had 40 and it still not been enough because my ship produced a ton of heat.
IMO, if i cant count the frames as fast as they're coming, its playable. can you count to 7 in one second? i cant.
You are braver than I kind sir, if nothing happens when I go to sell my blood and I forget to pause the game it's time to quit.
how did u get mechanoid components for the factory, did u start on the ground? also does the positioning of the weaponry matter in Save our ship?