[多线程优化]Multi-Threading Pawns
Improve tick time and FPS by safely offloading enemies/mechanoids to background sampling with main-thread application. Designed to keep gameplay behavior identical while smoothing spikes. Can be used alongside other performance mods (e.g., RocketMan).
- Safe scheduling for enemies/mechs: background sampling & budgeting, main-thread execution to smooth spikes
- Main-thread queue de-duplication + priority: prioritize critical actions, merge duplicates
- Dynamic adaptive budgets: auto-tune sampling/callback/hash interval by frame-time (no longer overwrites your saved settings)
- Enemy prioritization: assault/close-range/aggressive states get higher priority
- Lighting optimization: debounce + batched dirty updates, precomputed attenuation LUT
- Hazard compatibility: auto-disable background sampling when Real Ruins-like mods are detected
- Dev overlay: FPS/TPS and queue stats in DevMode; scrollable settings with “Reset to defaults”
- [Experimental] Mech parallel (off by default)
- CE compatibility option: allows CE paths to avoid duplicate melee triggers
- Aggressive changes; recommended to test on a new save. Mid-save add/remove can be risky
- If you see red errors or odd pawn behavior, disable and roll back
- If settings exist, tune gradually and observe stability/perf impact
- Intended to work with most content mods
- Potential conflicts: mods that heavily patch Pawn Tick, AI, JobDriver, work assignment, pathing/thinking systems
- Other performance mods may stack or interfere; test in your setup
RimWorld 1.4 / 1.5 / 1.6
This is the pioneer beta version, and after multiple rounds of testing, it will be stable before it will be overloaded to this version, updated alternately, and linked at once
https://steamcommunity.com/sharedfiles/filedetails/?id=3559581146
Gains depend on CPU cores, colony size, workload, and other mods. Parallelization has overhead; not all scenarios see big improvements.
- Avoid aggressive settings with heavy AI/Job mods; disable experimental features first if issues occur
- Under CE, enable the “CE compatibility” option to avoid duplicate melee triggers
- In extreme cases, minor behavior desyncs may occur; rollback and attach logs if needed
Typically after most content mods. If conflicting with deep AI/Job mods, follow their guidance or choose one.
Please include Player.log, mod list, repro steps, and a save if possible. The more detail, the better.
- Author: LingXing
- Special thanks to all testers and feedback providers
Follows the license terms specified by the author on the mod page or repository.