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Sign upConvert non-AMMO items to GENERIC #18836
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mugling
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mugling
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Oct 15, 2016
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Considering that casings would be littered about in large numbers, (ie. a burst from the mini-gun) does the change from ammo to generic result in any slow down when large stacks of casings are spawned? |
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The code already spawns the cartridges individually so no that won't be changed |
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So a stack of 1000 casings wouldn't hurt performance? I recall rags and other generic items causing problems in large numbers, in the crafting UI for example. |
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That's actually an important observation. Also volume limit thing vs item count limit. Does it exhaust the volume limit? I'd like the following tests (not unit, can be just "manual"):
The above is because I really don't trust our item dropping system. I tried dropping 4000 rags and had to kill the process. 5000 one is an overkill so it's fine for it not to work, but the 1000 one should perform at least tolerably. |
Coolthulhu
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Oct 20, 2016
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Doesn't work well. |
Coolthulhu
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Oct 20, 2016
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The memory issue isn't going to bite here but it could be a significant obstacle elsewhere so needs further consideration |
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So given item stacking is inherently evil (just the confounding with charges) see the simple changes in a02b828 that allow some |
mugling commentedOct 15, 2016
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edited
AMMOtoGENERICbrassmaterial for casingsitem:damage_states(minimum and maximum repair) via JSON