Search found 3 matches
- Sat Nov 01, 2025 8:19 pm
- Forum: Not a bug
- Topic: [2.0.72] Performance issues when mods add many unit prototypes
- Replies: 3
- Views: 385
Re: [2.0.72] Performance issues when mods add many unit prototypes
Well the fact that there's nearly 3x as many unit entities in total with the mod installed would explain the difference in time usage. It is pretty well established that enemy units eat your UPS for breakfast.
Why are you responding to this if it's well established? This doesn't communicate any ...
- Fri Oct 31, 2025 7:23 pm
- Forum: Not a bug
- Topic: [2.0.72] Performance issues when mods add many unit prototypes
- Replies: 3
- Views: 385
[2.0.72] Performance issues when mods add many unit prototypes
Hello. I've noticed that mods which add new unit types have a disproportionate impact on performance, seemingly becoming an issue when spawners first become capable of spawning that unit. This issue is prevalent in Schall Endgame Evolution, which adds 12 new tiers of biter and spitters, and this mod ...
- Mon Sep 29, 2025 7:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.69] Technologies with "scripted" research trigger "icons" field only read when "icon" field is defined.
- Replies: 1
- Views: 1039
[2.0.69] Technologies with "scripted" research trigger "icons" field only read when "icon" field is defined.
https://github.com/nicholasgower/planet-muluna/blob/929ac6f88360e363e3f903f13ae2576f4dd491c1/prototypes/final-fixes/interstellar-science-pack.lua#L31
I have implemented 2.0.69's new "scripted" research trigger into Muluna's "Nanofoamed polymers" technology, and I've noticed that unless I set the ...
I have implemented 2.0.69's new "scripted" research trigger into Muluna's "Nanofoamed polymers" technology, and I've noticed that unless I set the ...