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To address late-game lag caused by an excessive number of mechanoids in saved games, I created this mod based on an existing framework.
This mod applies the functionality of AutoBlink to every mechanoid — in principle it should work for any mechanoid.
I tested it with the vanilla mechanoids and with the following mods / mech variants: Deadman's Switch, Glitterworld Destroyer, Alpha Mechs, Milira Race, Miho, the celestial fox, Ratkin Misc+. No bugs were found so far; if you encounter any, please report them to me.
By default, when a pawn is drafted, movement will not blink/teleport automatically. Players must Shift + right-click the ability/skill button to open the options and enable blink for movement.
*If this mod is added midway, previously constructed mechanoids may not perform jumps. Simply return to the title screen and re-enter the game to fix it.
*Extremely imbalanced
Q: Will hostile mechanoids also have it?
A: No, only player-built ones will.
Q: Is it compatible with xxx mod?
A: As long as it’s implemented using RimWorld’s vanilla mechanoid framework, it can be recognized.
为了解决存档机械体过多后期卡顿问题,看到有这么个框架,就做了本mod。
将AutoBlink的功能应用到每一个机械体,理论上只要是机械体就会生效。
测了原版、死人开关、闪毁、alpha机械体、米莉拉、美狐、鼠鼠杂货铺里的机械体,目前没发现bug,如果有请反馈给我。
默认征召模式下移动不会瞬移,需要玩家shift+右键技能按钮调出选项来勾选。
*如果该mod中途中途加入,遇到之前造出的机械体不会跃迁,返回标题界面再进一次就行
*正义度非常高
2025/8/28
Added a settings interface allowing each mechanoid to individually enable or disable this mod's functionality(need restart)
Added a detector to prevent performance drops from excessive blinks in a short period.