CleverRaven/Cataclysm-DDA
GitHub で見るTone down spawning and splitting of slimes
Open
#69,669 opened on 2023年11月23日
Code: PerformanceHelp WantedMonsters[C++]
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- (平均マージ 6d 5h) (30d で 292 merged PRs)
説明
Describe the bug
Playing with a lab underneath you, and labs are pretty common, is mostly that bad because of hundreds of slimes causing a massive slowdown. Resolving this should solve the worst part of the overall slowness when a lab is below you.
Attach save file
n/a
Steps to reproduce
- Have e.g an evac shelter or anywhere really on top of an undiscovered lab.
- Witness the crawl.
- Despair.
Expected behavior
Slimes need to be limited somehow. The big question is how?
Kevin said that adding a check to look for slimes in range is too slow and may make it even slower. But maybe this can be cached? Maleclypse said that maybe we can add something that a slime splits in e.g slime2 then slime3 which have severely impacted and disabled splitting functionality.
Screenshots
No response
Versions and configuration
- OS: Linux
- OS Version: LSB Version: n/a; Distributor ID: Arch; Description: Arch Linux; Release: rolling; Codename: n/a;
- Game Version: cc4cb54 [64-bit]
- Graphics Version: Tiles
- Game Language: System language []
- Mods loaded: [ Dark Days Ahead [dda], Disable NPC Needs [no_npc_food], Portal Storms Ignore NPCs [personal_portal_storms], Slowdown Fungal Growth [no_fungal_growth], Bionic Professions [package_bionic_professions] ]
Additional context
No response