I'm getting quite a lot of delay now, around 6000ms per cycle.
What is a way I can turn on no decay for anything. I assume the delay is coming from checking so many different things we have listed in the config.
"Other multipliers": {
"wall.window.bars.toptier": 0.0,
"door.double.hinged.toptier": 0.0,
"barricade.woodwire": 0.0,
"barricade.concrete": 0.0,
"barricade.stone": 0.0,
"floor.ladder.hatch": 0.0,
"floor.triangle.grill": 0.0,
"floor.grill": 0.0,
"wall.frame.fence.gate": 0.0,
"wall.frame.fence": 0.0,
"wall.frame.cell.gate": 0.0,
"wall.frame.cell": 0.0,
"furnace": 0.0,
"furnace.large": 0.0,
"electrical.memorycell": 0.0,
"electric.battery.rechargable.medium": 0.0,
"electrical.branch": 0.0,
"electrical.combiner": 0.0
}
Average delay?Fixed
It is likely because it checks every entity when they decay, so having a high entity count on your server could be the cause. I will still have a look to see if there are any optimisations that can be made.
0x89A
It is likely because it checks every entity when they decay, so having a high entity count on your server could be the cause. I will still have a look to see if there are any optimisations that can be made.
I posted above, but maybe ignore the call, capture all the entities and apply your logic over time to 100x entites at a time or something similar?
I found what I think is the source of the lag, basically it does a spherecast from the entity that is decaying to try to scan for a TC in a radius. This will be changed for a different method that shouldn't be as performance intensive.