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Fix/obsolete until fixing meat overgrown labs because of fps killer #71349
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Until the game can handle this kind of design, i feel breathers and slimes do more harm than good to this game. Their ability to multiply needs to be throttled somehow, like never more than a bunch. |
Do you have a savegame with that lab below? |
Sure |
Would making them check for noises be better cpu wise? And blind |
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not bump or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered. |
Want to mention that breathers are already blind, if they are processing vision info theres another underlaying bug here. |
Actually there is no check for monster flag |
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not bump or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered. |
@akrieger this looks like the kind of thing you might be interested in. If not my apologies. |
I don't know what hope there is here. There's hundreds of breathers, which are not friendly to swarmers and other enemies in the lab which can see. The monster planning logic doesn't have the ability to intelligently sort monsters by distance (or at least, doesn't yet), and all the time spent in monster::sees is spent accessing the LRU cache to check point to point visibility (which is going to be swarmers * breathers large, which is... a lot). Even raising the limit on the seen cache doesn't help because there's just so many checks happening and each check is relatively expensive (map lookup and list splice combined). |
Hrm, possibly add some firewalls between areas? If they have walls/doors between them #68097 should keep them from having to check for reachability constantly. |
Just checked with Candlebury and there's no real reason that the breathers should be antagonistic to the other creatures, so we can probably just shuffle around some factions (with a variant breather if nothing else?). |
It'll help by like, 1/3, which is a lot but it's still pretty darn slow. |
Describe the bug
#68593 added the meat labs, but because of tons of amalgams and breathers, which spawning overtime little breathers again and again, and, maybe, I don't know, there can be other fps killing factors, but its impossible to comfortably go through this labs and also impossible to walk at the surface, when this kind of lab is under you, because game became ultra slow, I didn't ever see more laggy place than this kind of labs, and meat labs also are few(2/3/4) time laggy, than most lagging labs, I had lesser lags with TCL facilitys full filed with blobs
Attach save file
n/a
Steps to reproduce
Reveal map, teleport to labs, find meat lab, try to wait inside or at surface of this lab for few minutes, or just walk at the surface - see the turtle speed of the game
Expected behavior
Don't have anomaly fps slowing zones in the game
Screenshots
No response
Versions and configuration
Dark Days Ahead [dda],
Disable NPC Needs [no_npc_food],
Portal Storms Ignore NPCs [personal_portal_storms],
Slowdown Fungal Growth [no_fungal_growth]
]
Additional context
No response
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