[0.15.31]Nuke Creates Thousands of active entities
Posted: Sun Jul 30, 2017 4:47 am
First, I know this everything is "working as intended" but it is detrimental to game play nevertheless.
OS: Win10 Laptop. 8GB RAM, i5-6200U, 2.4Ghz, and only 2 cores.
When playing with nukes as the tree-killer deluxe, Whenever I hit a particularly large patch of trees I always noticed a lot of slowdown. Finally looking into it again recently I found it's because when a tree is killed it creates a bunch of leaf/branch entities that are classified as "active entities". My 10+GW reactor setup creates ~10k active entities, and to have one atom bomb easily double that number is very undesirable. I would expect the lag to occur while the explosion is propagating, destroying the things in its path, not after everything has settled and nothing is moving anymore.
The branches only stick around for about 10 seconds, but it's still not something I think should happen.
Ideal outcome: When trees are destroyed by an atom bomb explosion all of it's debris are removed as well, or never spawn in the first place. The stumps don't cause any UPS issues. Blood from biters might have a similar problem, but they never get to the same density that trees do.
Here's a gallery of pre-nuke, during nuke, and after nuke, with the before and after on the branches disappearing. Added a picture of my reactor's active entities as well. Note the 25k entities from trees. http://imgur.com/a/EdGzL
Log attached, though it's not a crash.
Mods used: https://drive.google.com/drive/folders/ ... sp=sharing
OS: Win10 Laptop. 8GB RAM, i5-6200U, 2.4Ghz, and only 2 cores.
When playing with nukes as the tree-killer deluxe, Whenever I hit a particularly large patch of trees I always noticed a lot of slowdown. Finally looking into it again recently I found it's because when a tree is killed it creates a bunch of leaf/branch entities that are classified as "active entities". My 10+GW reactor setup creates ~10k active entities, and to have one atom bomb easily double that number is very undesirable. I would expect the lag to occur while the explosion is propagating, destroying the things in its path, not after everything has settled and nothing is moving anymore.
The branches only stick around for about 10 seconds, but it's still not something I think should happen.
Ideal outcome: When trees are destroyed by an atom bomb explosion all of it's debris are removed as well, or never spawn in the first place. The stumps don't cause any UPS issues. Blood from biters might have a similar problem, but they never get to the same density that trees do.
Here's a gallery of pre-nuke, during nuke, and after nuke, with the before and after on the branches disappearing. Added a picture of my reactor's active entities as well. Note the 25k entities from trees. http://imgur.com/a/EdGzL
Log attached, though it's not a crash.
Mods used: https://drive.google.com/drive/folders/ ... sp=sharing