Open haukeschuemann opened 4 years ago
how many of these are just unpowered?
No idea. There might be some that are which is another angle to attack this issue from. The hacky way of fixing this would be to increase the number 16 in this piece of code in https://github.com/discordia-space/CEV-Eris/blob/master/code/controllers/subsystems/machines.dm
var/tickCheckPeriod = round(local_list.len/16+1) //pause process at most every 1/16th length of list
while(nextProcessingListPosition && (nextProcessingListPosition <= local_list.len)) //until position is valid
thing = local_list[nextProcessingListPosition]
nextProcessingListPosition++
Makes processing machines incredibly laggy but makes the gameplay more bearable.
"Eris" map is significantly larger than most tgstation maps, but not by an order of magnitude. This needs to be investigated - it's likely that due to some oversight, some machines that don't need processing end up processing anyway.
Leaving it there so it would last bit longer
tg latest makes it only process once (as it reuturns PROCESS_KILL
), popping the machinery out of the queue
There are 10 times as many processing machines at roundstart as there are on /tg/station. This is one of the main reasons why stuff is not performing as well as it could. I think that there probably need to be some map changes to properly fix this, the following things could help a lot with fixing this issue: Replacing far-off rarely used machines with dummy props. Replacing machines with just random assortment of junk. Turing some things were it's really questionable if they should process into not machines. Something that would fall into this category would be conveyor belts, for example. Only the handle actually needs processing.
[Removed screenshots for being grossly inaccurate.]