This increase is applied before the quality multiplier. Beds of the same quality level will all have the same comfort, regardless of what they're constructed from.Īn adjacent end table and a nearby dresser will each increase the base comfort by a further +0.05. Comfort levels over 100% have no additional effect.Ĭomfort varies by quality but not material. RW negates clothing temperature insulation while pawn is in heated room (in a way its like they take it off while inside heated room), but mod seems to stopped game from doing that. It does not affect the rate at which comfort increases only the maximum level. I didnt try with like legendary quality parka from muffalo wool (which triples insulation), but a crappy cloth parka definitely shouldnt cause overheating indoors. A pawn sleeping in a bed with a higher comfort value can achieve a higher level. Comfort Ĭomfort is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. Of course, there might be other impacts I didn't notice if you find something, feel free to let me know.Ībove is all my understandings of this problem.Bracketed numbers are in-game hours to refill rest to 100% from 0% at the given rest effectiveness. No free lunch! So what's the price? Like other performance optimizers, it needs a little more memory to store the cache. It's a small lift without getting them every frame. This caching should also speed up general gizmo drawing.Īt last, I also replace GetRoom() in Building_Bed.DrawExtraSelectionOverlays() with a cached version. It eliminates calling that method as much as possible, and it's not a problem now. To avoid this, I also add caching for Designator_Build.Visible. It's not bad itself but calling it 10k times per frame is. SRTS has a harmony patch for research projects, which costs 0.005ms per call. Some people claim the mod SRTS Expanded is also the culprit. In this mod, I build copies for needed designators and cache them to avoid scanning. For example, VE furniture series add tons of buildable things in the game. The situation worsens with more modded buildable things. 2.where can i find tent Furniture Tabs, some might need a research to unlock. That's the main reason why selecting them slows down your game drastically. Tent are bed, but one thing their different from bedroll are it can avoid some relative bad mood spawn when sleeping in some specific condition. Hence, the game needs to validate millions of designators in 60 frames for a bed with 10ish linkables. Typically, a game with a medium-size mod list contains thousands of designators. BuildCop圜ommandUtility.FindAllowedDesignator() scans all the designators in the database every frame to find a single build command. When you select a bed or a workbench, the game will try to find available linkable facilities like dressers and show them. Long story short: this is a vanilla problem more mods exacerbate it. If you're not curious about where it comes from, stop here. Anyway, embrace the change~ Thank you for the long journey with this mod and good luck. It's a mixed feeling where sometimes you feel your effort is in vain, but at some moments, you feel good as if every game players becomes your subscribers. Perhaps I should call it "No laggy Needs" in 1.4, LOL. Unsurpringly, it's not quite a visible boost compared with 1.3. From my tests, that rendering method can be boosted from average 1.5ms to 1ms on a test pawn. It's terrible.) That's what this mod trying to fix in 1.4. (TBH, if I were part of the devs, I may rewrite the ThoughtHandler from ground up. However, there is still unneccessary computations in NeedsCardUtility.DrawThoughtGroup(), which calls ThoughtHandler.GetMoodThoughts() and ThoughtHandler.MoodOffsetOfGroup(). They use a cached mood offset of groups in PawnNeedsUIUtility.GetThoughtGroupsInDisplayOrder(), which is the main culprit here. Surprisingly (Maybe), devs also tried to fix this issue in 1.4. It's my effort addressing unoptimized thoughts rendering in that tab. They actually should do it that way long before, but it's a good fix.įor the part of Needs Tab, some people might have noticed, in the mod setting of this mod back in 1.3, there is a default-false option called "Optimize the Needs Tab". Long, boring technical facts are listed as follows.įor the part of beds, Devs use cached Designators in BuildCop圜ommandUtility.FindAllowedDesignator() after resolving them once. You can get a modicum of performance gain from Needs Tab with this mod in 1.4. TL DR: In 1.4, Devs have fixed the culpirts of laggy beds and most of the Needs Tab's. Important Notes for 1.4:Is it still needed in 1.4? I did some tests with the performance analyzer.
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