I didn't mean that artillery hit non-existing chunks. Just that while generation is ongoing the charting process is stopped because it has lower priority. The chunk are impacted by the artillery shell explosion are obviously completely generated when they hit so the game spawns the explosion after the chunks have completed their generation. But other chunks in the trail are generated in leftover idle cpu time. Generation is a multistep process. If you use Creative Mod and set your run speed to 20x then you can easily outrun the completed chunks and run on ground with no decorations, ores or enemies. And then they spawn in around you when you stop. And after a while, the map will be charted too.eradicator wrote: Thu May 09, 2019 12:07 pmThat can't be quite true because it would mean that the artillery shells impact into chunks that do not exist at the time of impact. Here's a test command. Open the map, then run the command. (Warning: will freeze the game for a minute or so):Qon wrote: Thu May 09, 2019 11:14 am That's only because those chunks haven't been generated and charting them requires generation.
Looks like the same speed to me after the first time regardless if I kill all units or not.eradicator wrote: Thu May 09, 2019 12:07 pm If you run the first command again after this you will see that step 3) is now visibly slower. If you run it again and again and again, you will slowly see the speed increase until all the biters have respawned and the command runs "instantly" again.