Re: [MOD 0.12.x] Rescaled Evolution Factor
Posted: Tue Jul 26, 2016 11:12 pm
@Peppe
Hmm.
Actually, I think a good way to reduce processing cost without losing much functionality would be to update it every minute (60*60 ticks), but have the value used be the previous minute's value. It would then, each second, move toward the more recient value by 1/60th of the difference. It would be just as smooth, but delayed by a minute. However, it would result in that loop only being run once a minute instead of once a second.
Hmm.
Actually, I think a good way to reduce processing cost without losing much functionality would be to update it every minute (60*60 ticks), but have the value used be the previous minute's value. It would then, each second, move toward the more recient value by 1/60th of the difference. It would be just as smooth, but delayed by a minute. However, it would result in that loop only being run once a minute instead of once a second.