- Entities with nothing to tick skipped
- The game visits ten thousand trees, crops and paths every tick, though they have nothing to do. The mod ticks only the ones that do, in the game's own order.
- Beavers off the roads kept
- A beaver in a field choosing where to eat or rest makes the game search the terrain again for every building it considers. The mod keeps up to 32 searches and continues them instead. The distances are the game's.
- Plant water, soil and the water map other cores
- Plant water levels, changed soil cells and the water map copy are worked out on worker threads.
- District counts and homes kept
- Each district's resource count and the every-tick search for a beaver to move into a home stop redoing unchanged work.
- "Can a beaver reach that?" leaner
- After a road change the game floods the whole walkable colony to answer this. The mod floods it the same way, without first resetting every tile of the map.
- Terrain route maps other cores
- Built on worker threads alongside the road ones, with the game's contents.
- Per-frame chores less often
- The audio listener, the alert lists, the selection panel, far and off-screen animation, the physics sync and water rendering stop redoing work every frame. None of it touches the simulation.
- Timing lines in the log yours to read
- Ticks per second, where the main thread's time goes, the longest frame, memory clean-ups and saves, so you can measure your own colony.