0.4.9
Late Game Performance for Timberborn 1.1.2.4. The features are the same as in 0.4.8, which was played in a late game save of about 350 beavers with noticeably fewer lag spikes; what changes is who decides about them. This exact build has not been reported as played yet; it runs the code paths 0.4.8 runs with its default settings.
Nothing that affects the simulation is a setting any more
Up to 0.4.8, four keys in LateGamePerformance.cfg decided which simulation code ran: HaulCache, HaulCacheFlushEveryTicks, RouteMaps and YielderSearch. In multiplayer every player had to keep them identical by hand, and nothing could check that for them: a multiplayer mod can compare mod versions, but it cannot see inside another mod's settings file. Two players with different values could drift apart.
From 0.4.9 they are not settings. The hauling cache, the route maps and the tree and plant search are always on, with the same fixed values for everyone (the values that were the defaults, and the only ones ever played). The same version of the mod now behaves the same for every player, and the version check a multiplayer mod already does covers it. Nobody has to know any of this.
- An older
LateGamePerformance.cfgthat still has those keys is fine: they are ignored, andPlayer.logsays so for each one. - Everything still in the file is measurement, testing, or how work is split over threads. None of it changes what the game simulates, so players may differ:
HaulCacheVerify,YielderSearchVerify,RouteMapsBackground,RouteMapsMinFields,RouteMapsWorkers,Timing,SaveTiming,MetricsEveryTicks,GcReport,Diagnostics,StatsEveryTicks. The same goes for the settings page in the game. - To run without one of the fixed features, disable the mod.
New startup line
[LateGamePerformance] Simulation features: HaulCache on, RouteMaps on, YielderSearch on. These are the same for every player on this version.
The one way two players on the same version could still differ is if a feature failed to start on one computer, for instance after a game update moved something. Then the line reads OFF for it and says to compare with the other players' logs. The hauling cache and the tree and plant search give exactly the game's results, so one of those being off on one computer changes nothing; route maps being off on one computer is the case worth noticing.
What was tested, and what was not
The harness passes against the installed game's assemblies (44 patch targets, unchanged). New checks: the four values cannot be changed from a file, no field or settable property carries one of their names (so a later change cannot quietly make one a setting again), the shipped file does not offer them, an old file's keys are reported as ignored, the other settings still parse, and the startup line. No report of this exact build running inside the game has come back yet; the code paths are the ones 0.4.8 runs with its defaults.
The zip is the file that was published as the 0.4.9 preview, so the README inside it still calls it a preview.
Install
- Close Timberborn. Delete any older
LateGamePerformancefolder, then extractLateGamePerformance-0.4.9.zipintoDocuments/Timberborn/Mods. - Requires the Harmony (2.4.1+) and Mod Settings Workshop mods.
Multiplayer: every player installs this same version. That is all.
SHA-256 of the zip: 27a39a6152a0873c78935c3c2235a20d69c0018148dbcfb422aae71eb1291c2a