Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Tone down spawning and splitting of slimes #69669

Open
NetSysFire opened this issue Nov 23, 2023 · 1 comment
Open

Tone down spawning and splitting of slimes #69669

NetSysFire opened this issue Nov 23, 2023 · 1 comment
Labels
[C++] Changes (can be) made in C++. Previously named `Code` Code: Performance Performance boosting code (CPU, memory, etc.) Help Wanted Not particularly urgent or easy (see Good First Issue for this), but help is appreciated with this! Monsters Monsters both friendly and unfriendly.

Comments

@NetSysFire
Copy link
Member

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

  1. Have e.g an evac shelter or anywhere really on top of an undiscovered lab.
  2. Witness the crawl.
  3. 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

@NetSysFire NetSysFire added Code: Performance Performance boosting code (CPU, memory, etc.) [C++] Changes (can be) made in C++. Previously named `Code` Monsters Monsters both friendly and unfriendly. Help Wanted Not particularly urgent or easy (see Good First Issue for this), but help is appreciated with this! labels Nov 23, 2023
@kevingranade
Copy link
Member

This issue has been mentioned on Cataclysm: Dark Days Ahead. There might be relevant details there:

https://discourse.cataclysmdda.org/t/slime-procreation/29086/1

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
[C++] Changes (can be) made in C++. Previously named `Code` Code: Performance Performance boosting code (CPU, memory, etc.) Help Wanted Not particularly urgent or easy (see Good First Issue for this), but help is appreciated with this! Monsters Monsters both friendly and unfriendly.
Projects
None yet
Development

No branches or pull requests

2 participants