Like the sims, you manage a group of people, build their homes, give them nice furniture and keep them happy. Prison Architect is probably the closest comparison. If you're familiar with Dwarf Fortress, it's like that but actually playable by human beings with eyes. The Multiplayer mod (the mp mod discord apparently has a fork for compat) and RimThreaded.To expand on what that means, you can think of Rimworld as a cross between the Sims and Starcraft, leaning more towards the first. 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). Generally this mod will preserve the delta over time for any need, hediff, etc. Those in a mental state are only throttled outside of combat. 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. 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. 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. However the closer you get the camera view the less throttled it will get. As a general rule wildlife that you can’t view can tick as much as 3 times a second on average rather than 60. Wildlife is throttled almost all the time except in one case: when you are zoomed in on the animals. However wildlife throttling is much more complicated. The way throttling works for world Pawns can be described with the previous sentence. A: Time dilation in throttling wildlife from 60 Hz ticking to 5 Hz ticking or on average.Q: What is time dilation and how does it affect AI or combat?.Pathfinding Stability (disabled and being reworked): RocketMan will detect pathfinding errors and fix them to some degree.Thus making the process of finding if a tile is reachable from another tile almost O(1) or one operation. World Reachability Checks: RocketMan when first loading the game creates a table containing the reachability data for each planet tile. This will help greatly with mods that have lighting effects in them by eliminating lag spikes. This will result in a smoother game experience and generally removing light related lag spikes. RocketMan makes the updates only occur in the relevant areas. 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
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