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Thank you in advance!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2195065488
Hope it helps anyone!
You can use either, the recipe is set to accept 5 insect jelly or 5 insect corpses.
Added animal fleeing from dangerous plants optimisations and also a mod option for the behaviour to help minimise impact further but disables it in the process.
Looking at the code I can optimise the plant thoughts as they currently search for all plants on the map into a list to then be evaluated, this could be converted to using specific defs per plant search. And of course the option to disable the processing of some of the code through a mod setting. But in terms of gains, it is going to be negligible in terms of improvements seen. I'll do this anyhow, because I can and you requested it, but I rather think it isn't something that is to be considered of concern in the grand scheme of things.
Using Dubs performance analyser in my own current game I can see that the think tree use for the fleeing behaviour for each of the flee plants thoughts is about 3ms but that has to be added to the if animal has clarity thought which is about 5ms, so 7ms in total per plant or 10ms when you consider all pieces of logic needed for the animal flee behaviour. But when compared to the main thinktree thought processes including the work related thought which are all around 150ms (and there a few of these) they don't even begin to register or be seen as potentially problematic. They are then 6.7% of one of these. But in comparison to all the thought processes going on, pretty negligible. https://1drv.ms/u/s!Au3GsmKyQkDYjLhOxPyp2pP-tISYoA?e=sgQLie