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Make bundle/straps and etc for more items #64139

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KHeket opened this issue Mar 11, 2023 · 9 comments
Closed
20 tasks

Make bundle/straps and etc for more items #64139

KHeket opened this issue Mar 11, 2023 · 9 comments
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[JSON] Changes (can be) made in JSON stale Closed for lack of activity, but still valid. <Suggestion / Discussion> Talk it out before implementing

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@KHeket
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KHeket commented Mar 11, 2023

Is your feature request related to a problem? Please describe.

Because of fps eating by lots of items - I want to make a lot of recipes simular to bundle/straps for mass items, like coins, glass shards, kevlar/plastic sheets, wires and other items. But I need time to understand, how to do it and what items must be converted first into bundles. Becouse I like to grab all usefull items - there is lot of fps eating piles of them laying at my base

Solution you would like.

I want (or may be somebody else will do it) to make recipes, which will convert mass of items in 1 item. As example, we have "body bag" with 100L and 100kg capacity. It can contain 1333 glass shards, but, if you have a few of fully filled body bags - it will cause lags, may be crashes. And when you will enter the location, or traveling with lots of items in car - it will also eat fps. And easy way to save fps - convert a bag and 1333 glass shards inside it (1334 items in total or 1 conteiner with 1333 items inside) into 1 item called like "Body bag filled with glass shard" . And make simular recipes for a lot of items like this. We have simular recipe for a few items, and, I think, time to uprage this lists

List of items

  • Coins
  • Glass shards
  • Plastic chunks
  • Kevlar sheets
  • Lycra sheets
  • Canvas sheets
  • Roll of treads: tread, heavy duty tread, kevlar tread, nomex tread, plant fiber, sinew
  • Metal wires, copper wires
  • Any kind of metal: Chunk of steel/lump of steel/scrap metal
  • Chitin/acid chitin/endochitin
  • Nature meterials: alder bark, pine bough, pine resin, pinecorn, tanbark, willowbark, handful of leaves, splintered wood, twig

List of items or ways as idea for converting:

  • Body bag
  • Canvas bag
  • Swag bag
  • Plastic bag
  • Bundle/strap
  • Coin wrapper
  • May be we can use boxes, because they are a little useless
  • Paper
  • Ropes

It doesnt mean, that all way of converting will be used for all items, but I wrote it as an example

Describe alternatives you have considered.

No response

Additional context

Feel free to say, what you want to add to help me make this change, or, if we do/dont need this - feel free to say it too

@KHeket KHeket added the <Suggestion / Discussion> Talk it out before implementing label Mar 11, 2023
@anothersimulacrum anothersimulacrum added Good First Issue This is a good first issue for a new contributor [JSON] Changes (can be) made in JSON and removed Good First Issue This is a good first issue for a new contributor labels Mar 11, 2023
@anothersimulacrum
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It can contain 1333 glass shards, but, if you have a few of fully filled body bags - it will cause lags, may be crashes. And when you will enter the location, or traveling with lots of items in car - it will also eat fps.

I am fairly sure this is not the case. The overhead for non-active items is pretty close to zero. If have a save where this is occurring, upload it and it can be profiled to determine the issue.
It can increase loading times.

@KHeket
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KHeket commented Mar 11, 2023

It can contain 1333 glass shards, but, if you have a few of fully filled body bags - it will cause lags, may be crashes. And when you will enter the location, or traveling with lots of items in car - it will also eat fps.

I am fairly sure this is not the case. The overhead for non-active items is pretty close to zero. If have a save where this is occurring, upload it and it can be profiled to determine the issue. It can increase loading times.

Overhead for non-active items yes, close to zero, but when this items is a lot - "close to zero" increases to higher values

For the quick check - spawn with debug menu body bag, spawn 12000 coins and fill body bag with it - you will occure fps slowing when you will open your inventory, while helding filled body bag in hands, trying to pick up by "g" from the tile, where they dropped, "w"eild something near this tile, or trying to insert into some of containers in hand, and more others examples. And it just a quick example (you can repeat it, making more bags filled with coins - and fps will die faster). And no need to say, how it will affect on the moving car, which should making item moving checks every turn

At my base I always have a lot of pieces, sheets etc, and it will be much more harder to fix, than convert all most fps eating items into 1 item

Screen of quick fps eating example
image

@anothersimulacrum
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Oh, you mean that it makes menus slower. That can happen, yes.

@anoobindisguise
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anoobindisguise#158
Fwiw I was working on this but put it on hold awhile ago. Still a lot of work to do but there's some stuff there

@KHeket
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KHeket commented Mar 11, 2023

Oh, you mean that it makes menus slower. That can happen, yes.

Not only menus. More items on the screen - more items must be checked every turn - every turn will ne longer. I saw a few pr about this problems, but, anyway, this will be helpfull too

anoobindisguise#158 Fwiw I was working on this but put it on hold awhile ago. Still a lot of work to do but there's some stuff there

I will need some time to figure out, which items are more fps comsuming and must be bundled first, and make a list of them here. Do you want me to help you to gather information or it better to make all by myself? Or I can just ask you aboiut it again, when I will start creating this bundles

@anothersimulacrum
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Items are not checked unless they are active, and are not checked every turn.

@fractal-coyote
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fractal-coyote commented Apr 7, 2023

Lycra sheets also cannot be bundled, or canvas sheets.

Whatever people say about it "not checking unless active", loot a tailor basement, toss it in your car's trunk and go for a drive, and you can notice immediate slowdown and lack of responsiveness. It feels like using a soundpack with an overly-long sound to walk quickly over grass... Your keypresses just stop registering half the time.

@KHeket
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KHeket commented May 26, 2023

Items are not checked unless they are active, and are not checked every turn.

There is also issue #63586 about it in which inactive items chechked every turn

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This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not bump or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

@github-actions github-actions bot added the stale Closed for lack of activity, but still valid. label Jun 25, 2023
@github-actions github-actions bot closed this as not planned Won't fix, can't repro, duplicate, stale Jul 27, 2023
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