Tone down spawning and splitting of slimes #69669
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.
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
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
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
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