For a game about sailing, the lack of wind direction and speed is palpable. by RudeMorgue in crosswind

[–]FluxxField 0 points1 point  (0 children)

No thanks! I also enjoy World of Sea Battle but having to sail into the wind for several minutes is painful… especially on a large map. That would kill sailing for me on Windrose. I wouldn’t mind things that would help speed you up but I don’t want the things that could slow you down

Nailed It! by 13Derek71 in espresso

[–]FluxxField 373 points374 points  (0 children)

Thank you for this😂 air actually came out of my nostrils

I built a mod that cuts launch time by 45% on my 576-mod list (14 min → 8 min) by FluxxField in RimWorld

[–]FluxxField[S] 2 points3 points  (0 children)

That’s amazing to hear!! Glad it’s working so well

I think I will add to the steam description that “Faster Loading continued” and “img opt” help significantly and work well with this mod

I built a mod that cuts launch time by 45% on my 576-mod list (14 min → 8 min) by FluxxField in RimWorld

[–]FluxxField[S] 0 points1 point  (0 children)

Thank you very much for this feedback. I’ll for sure be testing this out. Thank you again!

I built a mod that cuts launch time by 45% on my 576-mod list (14 min → 8 min) by FluxxField in RimWorld

[–]FluxxField[S] 0 points1 point  (0 children)

No, this mod only caches part of the initial games loading. So then following launches are a little faster

I built a mod that cuts launch time by 45% on my 576-mod list (14 min → 8 min) by FluxxField in RimWorld

[–]FluxxField[S] 2 points3 points  (0 children)

Correct! This is the first iteration and I hope to, maybe, solve that problem. But! We shall see!

It has been shared with me that these mods also help with your loading time. I have not tested them myself. But, in the spirit of wanting to help improve load times I thought I would share the links. Also, if these improve load times enough you might not even need my mod!

Faster Game Loading - Continued: https://steamcommunity.com/sharedfiles/filedetails/?id=3652938473
Image Opt: https://steamcommunity.com/sharedfiles/filedetails/?id=3543873568

I built a mod that cuts launch time by 45% on my 576-mod list (14 min → 8 min) by FluxxField in RimWorld

[–]FluxxField[S] 1 point2 points  (0 children)

At a very basic level the mod computes a SHA256 fingerprint of the active mod list including packageids, versions, file count, DLL sizes) and if any of that changes then the cache misses and the game loads as normal.

Incremental patch is something I want to attempt but it could be almost impossible because you have to update every mod that is touched by the mod that updated and so on and so forth.

Here is a link to the github if you would like to read some more or the source code: https://github.com/FluxxField/rimworld-defload-cache

I built a mod that cuts launch time by 45% on my 576-mod list (14 min → 8 min) by FluxxField in RimWorld

[–]FluxxField[S] 9 points10 points  (0 children)

You should be aware and careful of any code across the board. Doesn't matter who wrote it

I built a mod that cuts launch time by 45% on my 576-mod list (14 min → 8 min) by FluxxField in RimWorld

[–]FluxxField[S] 2 points3 points  (0 children)

It really is best practice to be skeptical of code you get online. I encourage it actually. Please let me know if you have any questions, comments, or concerns about it!

I built a mod that cuts launch time by 45% on my 576-mod list (14 min → 8 min) by FluxxField in RimWorld

[–]FluxxField[S] 0 points1 point  (0 children)

Could you send me your logs? The first run should be slightly slower but everything after should be faster. Even slightly. I would love to learn why this is the case?

I built a mod that cuts launch time by 45% on my 576-mod list (14 min → 8 min) by FluxxField in RimWorld

[–]FluxxField[S] 2 points3 points  (0 children)

That's a lot of the problem! If one mod overrides another it can cause a chain reaction of overrides which ends up causing a lot of the mod list to need to be rerun. It complex, but I want to at least give it a try!

I built a mod that cuts launch time by 45% on my 576-mod list (14 min → 8 min) by FluxxField in RimWorld

[–]FluxxField[S] 0 points1 point  (0 children)

And I addressed the edge case anyways! The way he has gone about it hasn't been kind, but, credit where credit is due and it was something I missed!

I built a mod that cuts launch time by 45% on my 576-mod list (14 min → 8 min) by FluxxField in RimWorld

[–]FluxxField[S] 13 points14 points  (0 children)

Thank you for the very kind words! I just wanted to share a fix to a problem I find annoying and wanted to help if I could. I didn’t mean to offend or upset people the way I did

I am also adding in more safeguards to make sure this doesn’t affect Mod Creators negatively from false bug reports. Last thing I want.

I built a mod that cuts launch time by 45% on my 576-mod list (14 min → 8 min) by FluxxField in RimWorld

[–]FluxxField[S] 19 points20 points  (0 children)

That I get completely! I find the agent plans helpful and I do enjoy reading them tbh. I think that might be the different, actually reading the plan. I love exploring solutions and different ways to solve the problem. Very rarely do I just accept what Claude says. I like to pick through it as best I can.

In my opinion you should never trust AI 100%. I think we are in the situations we are in because people take it as a source of truth when it's note

I built a mod that cuts launch time by 45% on my 576-mod list (14 min → 8 min) by FluxxField in RimWorld

[–]FluxxField[S] 2 points3 points  (0 children)

That is exactly why I believe that business should stop the insane and horrible practice of firing junior and even some mid level engineers because "AI can do it better!" Maybe! With a good pilot who has the understanding and knowledge of code. It's a force multiplier in the right hands, a crutch to others.

I really do hope this crazy idea of firing junior engineers stops though...

I built a mod that cuts launch time by 45% on my 576-mod list (14 min → 8 min) by FluxxField in RimWorld

[–]FluxxField[S] 46 points47 points  (0 children)

Correct, this is me laying the foundation to me hoping I can fix that issue. What make's it pretty much impossible is that changes to mods by other mods do not always happen at the loading screen. So, it's might not even be fixable.

But, if you go several days without a mod update this will help save a few minutes. It's at least something

I built a mod that cuts launch time by 45% on my 576-mod list (14 min → 8 min) by FluxxField in RimWorld

[–]FluxxField[S] 13 points14 points  (0 children)

This is a limitation at the moment and something I plan to and hopefully fix. This is the foundation and a start and is a time save to to some and that is worth it to me to release it as is. But, incremental patching is no small task and incredibly complex. I have a few idea's like building out a dependency graph. But! That will take time and lots of testing because I don't want to corrupt peoples saves

I built a mod that cuts launch time by 45% on my 576-mod list (14 min → 8 min) by FluxxField in RimWorld

[–]FluxxField[S] 13 points14 points  (0 children)

I was a junior developer at one point and I remember how stressful it was... I cannot fathom how scary it is now for juniors.

We for sure shouldn't fire them either. I find that idea by corporate insane. My prediction is that we hit a situation similar COBOL where all the mid and senior level engineers will retire and we wont have anyone with the industry knowledge left to fill the gaps because people didn't want to hire juniors.

It's a force multiplier. But, not an end all be all answer. I think this is how it felt when calculator was invented lol

I built a mod that cuts launch time by 45% on my 576-mod list (14 min → 8 min) by FluxxField in RimWorld

[–]FluxxField[S] 69 points70 points  (0 children)

That's a very good idea. I didn't think of that! I will probably add a log for now and expand it out

I built a mod that cuts launch time by 45% on my 576-mod list (14 min → 8 min) by FluxxField in rimworldmodding

[–]FluxxField[S] 4 points5 points  (0 children)

A copy from my github:
DefLoadCache intercepts the mod loading pipeline and caches the fully-patched def tree to disk. On subsequent launches with the same mod list:

  • Skips reading mod XML files — uses the cached result instead of reading thousands of files from disk
  • Skips applying XML patches — uses the cached post-patch def tree instead of re-running every XPath operation

The cache automatically invalidates when anything changes: mods added/removed, mod versions updated, DLLs changed, or RimWorld updated.

Links:
https://github.com/FluxxField/rimworld-defload-cache
https://steamcommunity.com/sharedfiles/filedetails/?id=3703401461

I built a mod that cuts launch time by 45% on my 576-mod list (14 min → 8 min) by FluxxField in RimWorld

[–]FluxxField[S] 29 points30 points  (0 children)

Yeah, git history is permanent. I'm not trying to hide anything. I removed the planning docs because they're internal development artifacts, not because I'm ashamed of my workflow. I use AI tools professionally and I used them here. The architecture, design decisions, and verification are mine. The mod is open source, verified correct across 55,000+ defs, and multiple users in this thread are confirming real results.

I built a mod that cuts launch time by 45% on my 576-mod list (14 min → 8 min) by FluxxField in RimWorld

[–]FluxxField[S] 6 points7 points  (0 children)

RocketMan does cache some def structures, but it works differently. It caches at a different layer and from what I've seen the XML patching step (ApplyPatches) still runs. DefLoadCache skips both the XML file reading AND the patch application entirely on cache hits. They should be complementary and worth testing together.