this post was submitted on 12 Jun 2025
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[–] MonkderVierte@lemmy.zip -4 points 1 month ago* (last edited 1 month ago) (2 children)

Eh, new version with new features, and a DLC. While i have a modlist of which at least 50 are essential features and bugfixes.

And some mods like the Adaptive Storage Framework even have better performance than the vanilla implementation they replace, because they do things right. And then there's stuff like the Comp EggLayer fix.

[–] jerkface@lemmy.ca 10 points 1 month ago (2 children)

Yes, and? That's exactly why mods exist. The base game continues to improve and to add critical features designed and fleshed out by mod authors. Are you consarned that they haven't all been rolled into the base game?

[–] MonkderVierte@lemmy.zip 1 points 4 weeks ago* (last edited 4 weeks ago) (1 children)

More that the base game still has such hastily-implemented performance bugs while they roll out feature a feature. Modders have made better analyzing and debugging tools, but the dev team apparently doesn't use them.

[–] recklessengagement@lemmy.world 2 points 4 weeks ago

From the update changelog:

We made major performance optimizations targeting mid-to-late game colonies. On an example machine, we saw 20-30% additional TPS in late game colonies. We rewrote many systems to spread out their workload. The pathfinding system is now fully multithreaded and batched, and the lighting system is also multithreaded. Pawns/Things are now ticked less often in certain circumstances (e.g. when off camera). There are also several optimizations to minor systems and fixes to major memory leaks.

We significantly reduced game launch times in version 1.6! For example, on our development machines version 1.5 previously launched in 18.57s with all expansions. Now version 1.6 launches in 4.66s - and that's with an additional expansion!

[–] thezeesystem@lemmy.blahaj.zone 1 points 1 month ago

Same, the lack of accessibility options and basic stuff that obviously should be in the game is just absurd