Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Lastly, note that it's unreasonable to expect mods to perform under some arbitrary limit all the time. If you used a lot of things from GlitterNet then it may well take over 5ms on average to compute some ticks because ultimately there's a minimum set of code that GlitterNet needs to execute to actually work. I've done pretty much everything I could to pare that minimum set to the true minimum, but at some point the only thing I can do to make it perform better is to start to make it not work.
First of all, when you say you saw a 5ms "response", are you talking about average or max time? If it's max, then what you recorded is most likely a garbage collector cycle occurring during a GlitterNet function. if it's average, then there's a problem and I'll need at the very least a screenshot of the analyzer showing what method is acting up and a description of the scenario under which the performance issue occurred.
If you are having performance issues with GlitterNet, I treat those pretty seriously, but I'll need more information to find the root cause. Performance Analyzer screenshots and logs are the minimum I'll need to begin to look into any performance issues. I will say however that GlitterNet is already pretty optimized, to the point where I'm not sure where I could improve performance further. If you're having general performance issues, you should talk to the people on the Dubs Mods Discord (https://discord.gg/BgkzyguK) who can help you troubleshoot and provide performance enhancing mods, such as Performance Fish.
Because of this, I can't use the mod as it sacrifices smooth game-play for the sake of overpowered items that aren't even present early game. Could you optimise the script, perhaps by simplifying the checks to something like: 'Is the player in ultra research?', 'Does the player own a net yet?', and 'Does any colonist have Glitter Net parts connected to the net?' Little checks like these could prevent the game from lagging early on. I don't understand why such a large loop per tick is required, even in the late game.
@soulja boy Bed integrators can be anywhere adjacent to the bed I think; it's been a while since I wrote that code.
@TomFoolery Build a network with 100 PetaFLOPS of processing. The event will fire at some point; it will only fire once.
As for why the two cables aren't stacked like everything else... honestly, I can't remember why I didn't stack them. It's probably because the hidden cable was a request that came in, and I forgot to honestly.
So, this might be a strange request, but could I ask that there be options to tweak how much boost the various integrators and such give you? Considering that it's only the first tier and you can also link multiple, +15% work speed on the basic work integrator feels like lots to me.
In short, I want to nerf it into the ground.
still cool mod tho
theres a powerstation which uses up certain materials as fuel that i was running low on, and trying to conserve - will have to try :)
for example, i just saw a mod here which mentions making a link type of "room" to link to rooms? maybe that can do it? :)
Basically its causing the mechinator's mechs to stop working.
Im not certain of the trigger at the moment but twice now in two new runs i have had the same error with biotech and glitternet
Will post log in bug report thread
If you're referencing the "game component tick" category, note that while GlitterNet is probably using 15%, or even 95% (if you run GlitterNet without other mods) of the overall game component tick, the average amount of time used is probably somewhere around 0.000-0.005 ms on a fresh map, or even on a map with a decent amount of GlitterNet infrastructure. This is a very, very small part of the overall tick, and not the cause of your performance issues, if you're seeing any. The reason the percentage appears so large is because all of the vanilla "game components" are implemented in a completely different way which is invisible to the analyzer, and I'm for some reason one of the few modders which uses game components, not because GlitterNet is having an outsize performance impact.