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[#bugs] `IPowerTransmission` simply returns `true` for `WantTurnTick()`, but only proces...
Marked for crossposting by: Noelle Lavenza (transgendeer)
Message (jump):
<Noelle Lavenza (transgendeer)>
IPowerTransmission
simply returnstrue
forWantTurnTick()
, but only processes on a TurnTick ifcell.ParentZone.IsActive()
is true. Moving that check into WantTurnTick would potentially prevent a degree of worldmap lag in places like Yd Freehold.
PluckablePolyp
also returnstrue
forWantTurnTick()
, but it only processes ifPlucked
is true. MakingWantTurnTick()
and its ten and hundred turn variants would prevent a significant degree of worldmap lag in Yd Freehold, though it would presumably have to callSyncTurnTickRecipients
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 518PluckablePolyp
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 thePluckablePolyp
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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