ABOUT Measures how long it takes for mods to load.
ABOUT
Measures how long it takes for mods to load. Use the button in main menu to view statistics.
It's only possible to measure C# constructor timings for mods that are below this mod in load order, so this mod should as close to the top of load order as possible; but this mod should be below Harmony mod, for compatibility purposes, so the typical position in load order should be after Harmony and after Core, and before any other mod in the modlist, including DLC. Putting this mod before Core will almost work, but will introduce weird glitches, including incorrect capitalization of geographic names.
SOURCE CODE
https://github.com/AUTOMATIC1111/StartupImpact
Includes binaries: you can download the mod from github instead of workshop.
UPDATES
16-Jul-2021
- 1.3
12-Aug-2020
- 1.2 support
- fixed broken capitalization (seems to be mod order issue)
29-Feb-2020
- 1.1 support
24-Mar-2019
- added more info about loading not directly related to mods
- added option to choose a profiler
28-Mar-2019
- Resolving References time now attributed to mods instead of being shared between all.
1.2.1 (25/02/2020): Formal wear now counts as royal apparel. 1.2.0 (19/02/2020): This mod is now 1.1 compatible. After a hundred hours playing RimWorld you notice that every pawn wears somewhat the same things. The base game apparel is not really as interesting, unique and variou
Automatically adds hyperlinks to descriptions: Recipe ⟷ Result Recipe ⟷ Ingredient (excluding optional ingredients) Recipe ⟷ Research Recipe ⟷ Workbench Recipe ⟷ Body part / Body part group Buildable ⟷ Research Buildable ⟷ Ingredient (excluding optional ingredients) Fertilized eg
1.6.0 (16/07/2020): Updated to 1.3. Honestly, we added so many textures (including almost a full retexture of Royalty) I'm not going to bother. 1.5.0 (11/10/2020): Added faction icons in HQ. 1.4.0 (04/09/2020): Added various new textures: Snowmen, Flatscreen TV, Unfinished appare