RocketMan - Performance Mod + Load time reducer for RimWorld
Here you can download RocketMan - Performance Mod + Load time reducer mod for RimWorld. Its full description is below. Visit our blog to find out how to install the mod.
The content of the mod has been downloaded and repackaged without any changes from the original source. We are not responsible for technical problems of the game or mod, but we guarantee the absence of malicious code
Author: SubmarineMan
Size (unpacked): 25.330 MB
Updated: 27 Nov @ 3:33pm
INTRODUCING MY NEW COMBAT AI MOD
CHECK IT OUT
https://steamcommunity.com/sharedfiles/filedetails/?id=2887978560RocketMan for RimWorld 1.4 unstable is now out!
RocketMan: 2 Fast 2 Stupid update
Reintroduced the legendary GlowGrid Fix for smoother GlowGrid updates!GlowGrid Fix Explained
RimWorld has a very bad implementation of the lighting grid. It basically recalculates the entire light grid for the entire map any time a change occurs such as a light bubble being switched on/off or fire. RocketMan makes the updates only occur in the relevant areas. This will result in a smoother game experience and generally removing light related lag spikes. It can reduce a 2 second spike to 0.1 second or less!RocketMan
RocketMan is designed to improve RimWorld performance and loading times. It can add up to 500 TPS back to your game improving your FPS and overall experience. This mod has been in development and testing for over then 9 months with +1200 hours of work.
Please note this mod is still in development and can have some problems.
For more tips on performance by performance nerds JOIN the RocketMan Discord server
Important note: RocketMan should be the last mod in your mod list.
System requirements:
- Any CPU.
- 8 GB of memory (for optimal experience).

For more tips on performance by performance nerds JOIN the RocketMan Discord server
Features:
- Loading time reduction: RocketMan will cache the final def structure on loading. This means that the patching process can be skipped on the next launch greatly reducing loading times when using large a mod list with a lot of patches! (especially with mods like CE). The cache will be cleared automatically on any change.
- Time dilation: time dilation is a feature of RocketMan where it throttles the tick rate of animals and world pawns from 60 Hz to 5 Hz. This allows you to have hundreds of world pawns and animals on your map with almost no performance impact. This removes the need for RuntimeGC since world Pawns are no longer an issue. This will lead to a huge performance impact on large maps and old colonies. (+150 TPS on avg)
- Statistics caching: RimWorld; without RocketMan, will do the same calculations for stats every tick. RocketMan allows you to cache these results thus removing 90% of the vanilla overhead. This will result in a modest performance impact. (+30 TPS on avg)
- GlowGrid (Reintroduced in 1.4): RimWorld has a very bad implementation of the lighting grid. It basically recalculates the entire light grid for the entire map any time a change occurs such as a light bubble being switched on/off or fire. RocketMan makes the updates only occur in the relevant areas. This will result in a smoother game experience and generally removing light related lag spikes. This will help greatly with mods that have lighting effects in them by eliminating lag spikes.
- World Reachability Checks: RocketMan when first loading the game creates a table containing the reachability data for each planet tile. Thus making the process of finding if a tile is reachable from another tile almost O(1) or one operation.
- Pathfinding Stability (disabled and being reworked): RocketMan will detect pathfinding errors and fix them to some degree.
- Corpse Removal: RocketMan will remove dead corpses from the map when some conditions are met. RocketMan will not remove corpses that are always within your sight or near to your base to preserve the game balance. It will remove corpses near the edge of the map or outside your base in 7 days on average. This removes entirely the need for RuntimeGC since RocketMan does the same function but in a smart manner.
Notes:
- For optimal results turn off adaptive mod after 45 minutes.
- RocketMan doesn't support RimThreaded and never will.
- Bug reports with no logs will not get a response.
- RocketMan should be loaded at the very bottom.
For more tips on performance by performance nerds JOIN the RocketMan Discord server
Github Link: here
RocketMan is OpenSource and for anyone to use, modify, update.
Credits:
- Team: Karim, Alu
- The Thumbnail: Trisscar.
- The original concept of Stat caching: Notooshabby.
Special Thanks goes to:
- Alu for keeping this mod alive and for their unbelievable support!
- Madman666 the entire Dubwise server for the help and testing they provided!
- Trisscar for their awesome thumbnail.
- Dubwise and Wiri for the awesome Dubs performance analyzer!
- Dubwise for hosting me on his discord server.
- Wiri for their awesome contribution.
- Bad Vlad (ModderK) for their awesome feedback.
- Brrainz for Harmony and ZombieLand which inspired my time dilation solution.
FAQs and common questions:
- Q: What is time dilation and how does it affect AI or combat?
- A: Time dilation in throttling wildlife and world Pawns from 60 Hz ticking to 5 Hz ticking or on average. The way throttling works for world Pawns can be described with the previous sentence. However wildlife throttling is much more complicated. Wildlife is throttled almost all the time except in one case: when you are zoomed in on the animals. As a general rule wildlife that you can’t view can tick as much as 3 times a second on average rather than 60. However the closer you get the camera view the less throttled it will get. Now when you’re zoomed out to more than 50% of the zoom, all animals are throttled even the ones on screen however due preserve smoothness of animations it will throttle them more the higher the game speed is, it will throttle them more the closer they are to the screen edge and will throttle them more when you’re zoomed out. Thus this system grants you the optical illusion of smoothness since it is aware of what you’re doing and what needs to tick when. Regarding combat and AI behavior, this mod will not throttle animals that are engaged in combat or currently fleeing enemies or in a mental state. Those in a mental state are only throttled outside of combat. Generally this mod will preserve the delta over time for any need, hediff, etc. This means that when its throttled it will tick less but it will take larger steps (As an example the walking speed is increased but since its ticking less the average over a second stays the same).
- Q: Is it CE compatible?
- A: Hell yeah it is.
- Q: Any incompatible mods?
- A: Only 2. The Multiplayer mod (the mp mod discord apparently has a fork for compat) and RimThreaded.
For more tips on performance by performance nerds JOIN the RocketMan Discord server

Github Link: here
Again please make sure to have RocketMan loaded at the very bottom of your mod list.
All support is appreciated!
Support me on Patreon Or
INTRODUCING MY NEW COMBAT AI MOD WITH KILLBOX KILLER
CHECK IT OUT
https://steamcommunity.com/sharedfiles/filedetails/?id=2887978560Download