Open fess932 opened 3 months ago
something if currentHealth < fullHealth { regen() }
These walls regeneration trigger is based on special property factorio engine has - action on being directly hit. No scripts are used -> no performance impact no matter how many wall sections are installed. Only particular triggered event takes CPU time. The same is about other RA buildings, like healing turrets and so on. They are not so helpful as expected, but consume 0 CPU time unlike defensive buildings of other mods.
I have more turrets than walls, I don't think that walls would affect the cpu time
I have a wall of turrets in two layers just to avoid taking damage because regen walls don't work XD
Why regen walls not regening always, only after taking direct damage? how fix that? or its game engine limitation?