![rimworld late game lag rimworld late game lag](https://i.imgur.com/0nK6Gj3.jpg)
Cleaning these relationships up after pawns are killed or eliminating them entirely can help with the issue. How can I reduce lag during raids?įor reducing lag in late game raids (not just Dire Raids) you can use:Įach pawn that gets added adds social interactions between other pawns, making large numbers of pawns a problem for the game. It triggers independently as a Big Threat and reuses the Raids available while giving them bonus points to pick build enemies. In game terms this is a new Incident like Infestations, Mad Animals, and (formally) Tornados. Changing Danger Multiplier value modifies the multiplier against pawn strength pool used to generate raids.
RIMWORLD LATE GAME LAG MOD
If you load this module after HugsLib you can configure the difficulty and occurrance of the mod in the Mod Options menu. If any new raids are introduced by other mods they can also become Dire Raid variants. The event is limited to augmenting Raid events, not any other events (no Dire Infestations).
![rimworld late game lag rimworld late game lag](https://res.cloudinary.com/lmn/image/upload/c_fill,h_169,w_300/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/r/i/m/rimworld-balanced-mods-d8951.png)
Dire raids can't occur until your base is fairly developed, so no day 20 death balls. Thus this mod is to meant to add a potential threat to such bases.īy default the Dire Raid event is rare and can't occur back-to-back. Many late game bases can feel unthreatened by any events, making late game a bit dull. The mod is intended to add more threat to established bases. The new event triggers like a normal Raid, but more rarely, and multiplies the points available for the raid to use in purchasing pawns. Creates a mid-to-late game event called a Dire Raid.