Configurable Nukes & ICBMs


Makes most/many aspects of the atomic/nuclear bomb configurable, and affected by quality, as well as allows for the weaponization of rocket-silos: introduces an atomic/nuclear warhead, "Rods from God", the "Jericho" warhead, the "Mjölnir" warhead, ICBMs (Intercontinental Ballistic Missiles), IPBMs (Interplanetary Ballistic Missiles), and ISBMs (Interstellar Ballistic Missiles): why shouldn't rocket-silo rockets be used offensively?

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6 days ago
2.0
1.22K
Combat Circuit network Manufacturing Cheats

g [0.8.3 - Improved] 1 ms performance costs

13 days ago

Hi there, not sure if possible but the performance is lacking in my save. about 1 ms now.

12 days ago

Hello! Thanks for sharing - I can certainly look into improving performance, but without having some specifics, it may be difficult for me to determine where or what to change/optimize - are there any specific actions that seems to be degrading performance, or is it continuous?

Do you mind sharing which version you are using? As well, are you playing with Space-Age or Space-Exploration?

Additionally, how many rocket silos would you estimate you have (total or per surface)?

Perfect world, if you are willing and comfortable, would be if you could share the save you are experiencing this with so that I can try and diagnose it myself.

11 days ago

Sure i can share my save. it does have a lot of mods though, but no space exploration.

https://1drv.ms/u/c/9a3441e830dbccd7/IQDMWByNx_-QRbeHRpXP2tDWAftzcXR6Tkd9t5Qgx_14mi0?e=15VdUs

11 days ago
(updated 11 days ago)

Thank you very much for sharing!

First thing I notice (granted I am still in the process of getting the save to load/downloading mods) is that the version you are using is still 0.6.3; that is, I understand not updating/changing mod versions mid-playthrough so as not to disrupt/break things, but with version 0.7.x I implemented a better means of event handling that did away with much of the on_tick processing, as the events would be scheduled instead.

The above is to say that in the mean time while I am still investigating, if you are willing to try updating to a newer version, I believe that should help at least some.

Unfortunately from my own testing at least, updating to version 0.7.4 did not improve performance as much as I would have hoped (dropped from a little over 0.6 to about 0.5. That said, I did find changing the mod runtime setting for "Number of surfaces processed per tick" to 1 appeared to half the performance cost for me from about ~0.6 to ~0.3 while still on version 0.6.3 - could be used in the mean time while I continue to investigate.

10 days ago

I tried updating: its still a bit high i think, 0.7 - 0.8 on my somewhat older computer ;-)

10 days ago

Glad to hear that it helped at least a bit, though agreed, that is still a bit high.

That said, some good news: I've so far been able to improve the performance from about 0.5 - 0.6 to about 0.06 - 0.08 with the save you provided*.

*(still need to test/verify functionality of features given some changes)

Continuing to an extent to see what/where else I can improve performance. Not sure when I'll have the update ready other than to say as soon as I reasonably can.

Thanks again for reporting the issue!

With the release of version 0.8.3, the performance should hopefully be noticeably improved. As well, I expanded the extent to which the background processing can be controlled, such that it can be reduced even further if need be.

Thank you again for bringing this to my attention.

7 days ago

Very nice, thanks a lot it is now down to 0.08 - 0.11 on my computer!

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