Starbound

Starbound

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Quest Manager Optimizer
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7 Jan, 2023 @ 6:23am
7 Jan, 2023 @ 6:39am
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Quest Manager Optimizer

Description
Do you have a potato PC? Do you have no clue why your FPS in Starbound is at the bottom of the ocean, no matter what? I have a solution for you! Take this mod to boost the FPS of the game to its limits without any compression or graphical loss.
I noticed that the more quests you have, the worse FPS become. But abandoning all quests isn't an option. This is where the Quest Manager Optimizer comes into play. It's a simple mod, which optimizes the frequency of how often the manager checks if the conditions for completing your current quests have been fulfilled. This simple trick surprisingly boosts FPS back to normal, without any loss.

Frackin' Universe version:
https://steamoss.com/sharedfiles/filedetails/?id=2914217512

Warning: There are possible conflicts with mods which add their own questing system into the game (like Frackin' Universe). Leave in the comments which mods conflict with this mod, and I will add the special supporting version later.
24 Comments
Anomalous Beanbag 28 Oct, 2024 @ 10:31am 
@Klown Killer Well..... I mean...... It was programmed by exploited teenagers. Not sure what you expected.
Black★CoCHA  [author] 28 Oct, 2024 @ 6:16am 
@Biaka, sounds like you are right. In vanilla SB "main.lua" isn't so useful, as it seems relates only 28 quests in total. Speaking of procedurally-generated random quests, hm. I never personally accumulated them too much, so they basically weren't my issue. I will think about what can we do to optimize them as well.
Klown Killer 27 Oct, 2024 @ 4:57am 
You mean the developers coded quest resolution by checking conditions in a tick event??
They have absolutely no idea what they're doing, it's pathetic...
Blue Bird 1 Dec, 2023 @ 10:40pm 
Is there an offline download for this please?
Biaka 22 Oct, 2023 @ 7:11am 
Wait (sorry for a double comment), which quests does the mod even affect? I'm testing right now, and it appears that vanilla procedurally-generated random quests (you know, the ones people might actually end up having a lot of) do not seem to be affected. Apparently, they simply do not use main.lua that you modified. Only 28 specific non-random quests (that's not even all of the vanilla ones) do. Am I wrong?
Biaka 22 Oct, 2023 @ 5:53am 
An untested (as of yet) suggestion regarding some quests behaving worse with this mod: have you considered simply increasing the updateDelta in questtemplate files instead of adding a timer for "real" updates into main.lua? Or does this not work as well for some arcane hardcoded reason? If you do this, you can slow different types of quests by different amounts instead of all by the same amount.
Another, probably better, solution might be to use the global timer like you do (because this way it will automatically apply to all modded quests too I presume), and then use a boolean to mark quests "exempt" from this? Insert a boolean into the scriptConfig field in a given quest template, get it in main.lua (like in init) with config.getParameter() while considering it as "non-exempt" by default, and make it so your timer is only used if the quest is "non-exempt". So instead of a global On/Off you have an optional Off switch for individual quest templates. Would this work?
Ranun 9 Mar, 2023 @ 4:07am 
Are you serious ...
what were the makers of this game thinking ?!
Azure 5 Mar, 2023 @ 7:21am 
it's a heroic mod
Kombosabo 3 Mar, 2023 @ 6:35am 
Thank you so much for making this. I added it to my Modpack 🐱
Black★CoCHA  [author] 18 Feb, 2023 @ 7:41am 
orangeAlligator, yeah. Thank you for the debugging. I will think how to fix this issue, but sounds complex enough, sadly. Maybe will add a button to switch between On and Off optimizing..