Haulers stop redoing their homework
Every time a hauler looks for work, the game rebuilds and sorts a list of every hauling job in the district. The mod keeps each list until something that feeds it changes. It is the same list, in the same order, that the game would have built.
Road changes stall the game less
After you finish a path, stair or platform, the game has to rebuild the route map of every building with an entrance, and does it on the main thread. The mod spreads that work over up to 7 worker threads, and the maps come out exactly as the game would have built them.
Lumberjacks search smarter
To find a tree, the game measures the path to every marked tree, though most of them are still growing. The mod leaves out the measurements that cannot change the answer. Lumberjacks, gatherers and farmers still get the game's own result.
Fewer memory-cleaning freezes
The game cleans up memory with everything stopped, which in a big colony can freeze it for most of a second, about once a minute. One tick-box in the mod's settings page switches on incremental collection, which does the same work a few milliseconds at a time.
Built for BeaverBuddies co-op
Every speed-up is built to give the game's own answer, and nothing that affects the simulation is a setting, so every player on the same version runs the same code. Compatibility with multiplayer has been the top priority. Details
See what it does for you
The mod writes a timing line to the game log: ticks per second, longest frame, time per system, memory clean-ups and saves. You can measure your own colony instead of taking anyone's word for it.