[#bugs] `IPowerTransmission` simply returns `true` for `WantTurnTick()`, but only proces...

Issue #6233 resolved
Freehold Games Bot Account created an issue

Marked for crossposting by: Noelle Lavenza (transgendeer)

Message (jump):

<Noelle Lavenza (transgendeer)> IPowerTransmission simply returns true for WantTurnTick(), but only processes on a TurnTick if cell.ParentZone.IsActive() is true. Moving that check into WantTurnTick would potentially prevent a degree of worldmap lag in places like Yd Freehold.
PluckablePolyp also returns true for WantTurnTick(), but it only processes if Plucked is true. Making WantTurnTick() and its ten and hundred turn variants would prevent a significant degree of worldmap lag in Yd Freehold, though it would presumably have to call SyncTurnTickRecipients or manually add itself to the TurnTick lists if it's plucked by a creature walking over it during player worldmap travel. By my calculations, for a character with 100 quickness who doesn't have Trailblazing, it's about 518 PluckablePolyp parts times (600 + 60 + 6) TurnTick + TurnTick variant calls per worldmap movement in the Palladium Reef. If they have Trailblazing, it's only (300 + 30 + 3) calls each, but either way, that's 344988 vs 172494 calls; it's going to lag either way. Removing the PluckablePolyp part, making a new save, and going to Yd Freehold showed significantly lower worldmap travel lag.
This is related to/the primary cause of #5361, #5471, and #6123.

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