Closed RedRafe closed 3 months ago
For the .png graphics, can we move them to a mod? I'm a little concerned that those assets will increase the size of all save files even for other scenarios. Maybe 100KBs doesn't seem like much now, but I can imagine that you will want to add more later.
Thanks! I've postponed terrain gen for so long, it is now time to finally convert it from event-react-driven to the builder
system tools (I know you're using it for crash site outposts and my first attempts with it were miserable due to math.random stuff. Hopefully I'll get a better understanding and do a better job this time).
assets -> will move file size -> (I know) I've already divided it multiple sub-modules so when it'll be time to split it I wont have to entangle each part. Only thing holding me back is sharing the global table but I know I'll have to expose it eventually so I'll bite the bullet on this too 😅
For surface.clear()
I can maybe offload good part of it to task manager and do LuaSurface::delete_chunk(position)
on ticks, and then call the clear at T-X_ticks to get rid of any remaining chunks, but I guess clear
will do some extra crazy stuff so I'll keep it distant from player's comeback on surface too
Yes this can go in, I will PR other parts soon ™️
Changes
Issues
These functions are pretty heavy to execute and are the ones triggering in this order when restarting, causing the bottleneck:
I've increased the gap between the surface clear and the new map regen, but wont probably be enough. Maybe I should offload the map reveal to task manager and have it consume it over multiple ticks? Dunno if you have other suggestion on the matter. S30 testing has a local save
frontier-zombie...
just ~30s prio map reset if you wanna take a look