![]() NSFW comments on untagged posts will be removed. Discussion and in-game circumstance that entail infanticide/miscarriage, sexual abuse, or otherwise peak-edge must be flaired. Vanilla content on it's own (blood, hediffs, moodlets, etc) shouldn't be tagged NSFW. Tag NSFW and/or flair "Explicit" as appropriate Use the NSFW tag for nsfw discussion, in-game circumstance, and modded content. ![]() ![]() Maintain an atmosphere of respect and never personally attack anyone. See this post for specifics of discussions on minors. Reddit's Content Policy must be observed at all times. It is really weird to play with that and it feels laggy.Official subreddit for the console version! Buy RimWorld and the DLCs! 1.4 - Biotech DLC Announcement Live Help Thread Steam Workshop Q&A Threads Fan Art Fan Comics Monthly Subreddit Challenges 2020 HP Interview with Tynan DEV BLOG OFFICIAL SITE OFFICIAL WIKI STEAM PAGE RimWorld FAQ Modding FAQ Non-Official Discordįollow standard reddiquette. Tested smaller map sizes and for some reason I already start with 80-90 FPS. Is it possible to form a caravan and go to a new place and abandon the old place to have a smaller map? I could imagine that the amount of plants is just too high Miningshaft + Glitterworld addon + StoneAddon Anyone has experience with that? I have a relatively powerful PC imo and I don't think it should run with a lot of FPS drops in the first summer(seeing that people sometimes play with the triple amount of mods). The problem is I don't know which mod of them is causing it though. You really feel the difference and I don't know which mod causes this. So apparently after one or two hours of playing with my colony on the largest map and all the mods except the research one + 2 new ones, started to lag and I get FPS drops from 144FPS to 100 and sometimes to 60 or even 40(sometimes spikes sometimes a few seconds). I enabled this one for test purposes and it lagged my game like hell and as soon as I opened the research tab it crashed. I found out that this mod: has some kind of memory leak. Thanks for the detailed answer! I appreciate it. This method of divide and conquer should make testing 36 mods take at most six runs:
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