Project Zomboid

Project Zomboid

TiRekS Propane Station Reanimated
 This topic has been pinned, so it's probably important
Pale Jack  [developer] 29 Dec, 2023 @ 6:23pm
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EDIT : Not needed, there likely is no performance concern (read further down for rest of conversation)

Any chance of using this?
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2969455858
Or something else to make this more optimized?
Just seems bonkers to me to check every loaded square for only a few locations, or am I misunderstanding things?
Last edited by トミー (Tommy); 7 Jan, 2024 @ 2:54pm
Pale Jack  [developer] 2 Jan, 2024 @ 8:47pm 
Originally posted by トミー (Tommy):
Any chance of using this?
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2969455858
Or something else to make this more optimized?
Just seems bonkers to me to check every loaded square for only a few locations, or am I misunderstanding things?

I can look into it, but from my understanding events simply fire off, regardless if anything is listening for that event or not. What this mod is doing is simply hooking into the event for loading squares. When a square is loaded it calls the function that adds the propane tank. Granted, this does mean the function is being called every square load, but if the square in question isn't one we want to modify it simply continues on without doing anything else. That is to say that the overhead should be minimal, and may not actually improve by using the library you linked, but it's possible it could improve performance in some way I suppose.

Are you noticing any performance impacts with the mod installed? I didn't see any myself.
トミー (Tommy) 3 Jan, 2024 @ 12:04am 
To be honest, I didn't actually test each mod that used that event, I just searched for all of them that did and removed most of them where it seemed not worth it. It may not have any impact, but just from my own standpoint, it seems a bit much to search every square for the 1 in a million chance it gets to do something. I know short of making it a map itself, that's just how it is, but still.
Pale Jack  [developer] 7 Jan, 2024 @ 7:50am 
Yes, but... I think the point of it is that the event fires no matter what. It's an event. The square loads and then that event fires. The mods aren't causing that event to fire, they are hooking into it firing when it does.

That's the point I was trying to make before. :)

Removing mods that rely on the event firing will not stop the event from firing. As long as the mods using the event are doing something simple, such as checking tile coordinates at the loaded square, then it shouldn't cause any real stress on the game.

If someone is crunching prime numbers on each tile load, that's a different story.
TL;DR : You've dispelled my concern, thanks for addressing that.

For the part that the event always fires, I knew. The part I wasn't sure about and why I did what I did was mods using the event in any way. My programming knowledge is that of a toddler so I simple calculations are cheap generally, but with PZ I have no idea what the consequences are lol. I ran with the Barricaded World mod last playthrough, to devastating results performance wise. From traveling and hitting the loading cones, to cars waiting for you to be inside of them with another car before deciding to load (or not at all), but even after removing most of the mods that use that event, I still see the car issue, but not the cone issue. I guess the major result for perf issues is the loading cones while traveling, and the vehicle issue is vanilla.
Pale Jack  [developer] 10 Jan, 2024 @ 3:53pm 
I'm going to see if I can get it working with the mod you linked, if it happens to be installed. I can see how it will at least save a second mod performing the same check to see if it's the coordinates it wants. Definitely don't want something as simple as this is being dependent on it, though.
Compatibility with The workshop mod ( so i dont have to rely on the bs old compatibility patch)
Pale Jack  [developer] 20 Feb, 2024 @ 10:03am 
Hey Captain Battlekoch! I'm already working on it, but as I am not super familiar with the workshop mod, is it just propane tanks that are incompatible? You said there is an old compatibility patch, do you have a link so I can take a look at it?
an update to Build 42 :steamhappy::steamthumbsup:
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