Loading...
  OR  Zero-K Name:    Password:   

reclaim the lag

14 posts, 610 views
Post comment
Filter:    Player:  
sort
hi please is there any way to disable unit wrecks and chicken eggs? with thousands of them you can get allot of extra lag.

yes i know i can reclaim or mess with the settings less.. but i am just wondering if these wrecks have a name that i can disable in the disabled units list? or some other easy way?

thanks
+0 / -0


11 months ago
Yes you can type ingame:
/FeatureFadeDistance distance_number (distance from point of view where feature start appearing faded)
/FeatureDrawDistance distance_number (the distance from point of view where feature fully appear)

You can also use a widget I made to change this and other detail options handily
It is Fov.lua
It need -HasViewChanged.lua and -OnWidgetState.lua
You can find them at https://github.com/Helwor/Hel-K/tree/main/LuaUI/Widgets

how to install local widgets:
https://zero-k.info/mediawiki/Widget_Configuration#Using_custom_widgets
+1 / -0
thanks but i do have a few questions

does this remove wrecks for all players or just me?

are they gone or just hidden? .. i dont want to be ungrateful but if i make a mode with hundreds of glaves and they die and there are massive piles of corpses does this hide them and in effect remove the lag? but they can still be reclaimed? and is it for all players?

ahh i see its not what im wanting.. i had hoped i could just somehow ban unit wrecks from existing all together without the need for people to install something they wont want often but i suppose this request is also not an often wanted thing.. but thanks anyway
+0 / -0


11 months ago
widgets in general is just an UI things. It doesnt change things for any other player than you. What I just gave is just an graphical option. Wrecks are still reclaimable.
+1 / -0
11 months ago
i understand and i thank you all the same =)
+0 / -0

11 months ago
Would be nice to know what exactly causes lag.
Is it the rendering or simulation performance that degrades?
Does this apply to both Wrecks and Debris?

If the performance hit is high enough, then one solution could be to slowly merge adjacent Debris to reduce number of instances.
Unrezzed Wrecks could also slowly degrade to Debris so that it too can assimilate.
+1 / -0
11 months ago
IIRC, Tech Annihilation Robot Defense had a "disable wrecks" option
+0 / -0
wrecks are units i think so i can disable them but i guess that just stops me building them and i already cant build them

i already tried entering the heap names in the disabled units list =P

its ok though this would be a rarely used feature
+0 / -0
11 months ago
Just build like 400 welders to reclaim those lag causing wrecks. :P
+1 / -0

10 months ago
Wrecks do degrade pathing speed, as every new wreck causes pathing map to be updated. Solution is to get good and reclaim wrecks.
+0 / -0
woooo success!!

when placed in tweak defs this removes all unit wrecks

Zm9yIG5hbWUsIHVkIGluIHBhaXJzKFVuaXREZWZzKSBkbwogIGlmIHVkLmZlYXR1cmVkZWZzIHRoZW4KICAgIGZvciBfLCB3ZCBpbiBwYWlycyh1ZC5mZWF0dXJlZGVmcykgZG8KICAgICAgaWYgd2Qub2JqZWN0IHRoZW4KICAgICAgICB3ZC5vYmplY3QgPSBbW11dCiAgICAgIGVuZAogICAgZW5kCiAgZW5kCmVuZA==

the original code:

for name, ud in pairs(UnitDefs) do
if ud.featuredefs then
for _, fd in pairs(ud.featuredefs) do
if fd.object then
fd.object = [[]]
end
end
end
end

Sprung thanks for the help.. only took me 3 days to reverse engineer it O.o
+0 / -0
dont use this it causes memory crash i have a fix but ill test it before i post it

scratch that ill just post back here if it breaks

this seems to work so far...

for name, ud in pairs(UnitDefs) do
if ud.featuredefs then
for _, wd in pairs(ud.featuredefs) do
if wd.object then
wd.object = [[emptyModel.s3o]]
end
end
end
if ud.featuredefs then
for _, wd in pairs(ud.featuredefs) do
if wd.blocking then
wd.blocking = [[false]]
end
end
end
end

no more lag and it leaves the reclaim on the ground but its hard to find because its invisible

Zm9yIG5hbWUsIHVkIGluIHBhaXJzKFVuaXREZWZzKSBkbwogIGlmIHVkLmZlYXR1cmVkZWZzIHRoZW4KICAgIGZvciBfLCB3ZCBpbiBwYWlycyh1ZC5mZWF0dXJlZGVmcykgZG8KICAgICAgaWYgd2Qub2JqZWN0IHRoZW4KICAgICAgICB3ZC5vYmplY3QgPSBbW2VtcHR5TW9kZWwuczNvXV0KICAgICAgZW5kCiAgICBlbmQKICBlbmQKICBpZiB1ZC5mZWF0dXJlZGVmcyB0aGVuCiAgICBmb3IgXywgd2QgaW4gcGFpcnModWQuZmVhdHVyZWRlZnMpIGRvCiAgICAgIGlmIHdkLmJsb2NraW5nIHRoZW4KICAgICAgICB3ZC5ibG9ja2luZyA9IFtbZmFsc2VdXQogICAgICBlbmQKICAgIGVuZAogIGVuZAplbmQ=
+1 / -0

10 months ago
There is a widget that draws shapes with metal value around reclaim fields. Maybe enable this so you can see reclaim that is worth taking?
+1 / -0
combined this with another unit tweak that goo eats metal..

[Spoiler]

the result is effectively no reclaim

and here is a mode if you want to try it

http://zero-k.info/Mods/Detail/38
+1 / -0