Red’s Performance Fixes (aka. Comp EggLayer Fix)
TL;DR: Less Laagggg. Game Run Better. Computer suffering less; Yay!
As of writing this just swaps out ONE very expensive Ludeon method. E.g. Egg laying really doesn’t have to tick and look-up food needs every.single.tick! Gah!
I bet you’re seeing the title image and thinking: Well, that’s probably with a farm full of chicken over half a day, that’s neat but I don- NOPE! ONE Turkey. The 40 or so pawns and animals on map but together couldn’t challenge our clucking satan.
The egg method also checks every single Hediff and (every single gene if human). As well as calling on expensive (and sometimes generically patched) StatDefs, accessing the same frequently patched property several times, and so on. It’s not a great comp.

After. And letting it run for a lot more ticks. Negligible amount of calls

Also after: Performance with of 77 chickens at TPS 900 (Speed 3 in RimWorld is 360TPS). This image is taken while also using various animal-related Vanilla Expanded Mods, Big & Small + all sub-mods, and Humanoid Alien Races. All of which absolutely hate the vanilla egg layer comp.
Highly likely to get along with any and all performance mods.
No known compatibility issues. Should in theory work with just about any mod.
Note that this only replaces egg-laying-progress-tracking using Ludeon’s standard method. Derived versions (subclasses) won’t be affected. Most mods don’t subclass egg’laying though, so they will benefit from this mod.
Should be safe to add or remove from existing games.
Likely to work best late in your modlists. That way it can patch vanilla egg-laying behavior if patched into animals by other mods.

