#many animals in the snow causing a lot of lag
36 messages · Page 1 of 1 (latest)
Afaik, killing them is your only solution.
I kill 10 spawn 30
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I'm going to have to abandon the snow biome, it's impossible to record in it
Hmm... Probably you are right. I did a short trip to a small snow biome on my map. Small enough that I could cycle around it in around 1 minute.
Nothing in there. But then after a few minutes animals started spawning.
3 rabbits, 4 deer. Quite a lot for the small area. Didn't stay longer to check if they respawn after killing.
i've done some xml tweaks for next version, gotta test them out though, got a few things going on
Just for snow or for forest also?
jus snow
Ok. Maybe it's the sprinting zombies. But I haven't seen more than 5 animals in the forest so far and I am on day 17 now.
If others also have this issue maybe we should check this too.
You could see it as an additional challenge. I always go out looting without food backup and almost without meds for healing. So far I didn't starve to death. Still it is a daily challenge.
But in MP it can be really hard when you have to share the food and there are no animals around for hunting.
I don't know if this helps, but I get some fps drops after exploring through different Biomes. e.g. my Base is in the Forest, Going to the Desert or Snow Biome to do some looting in big Cities, coming back I almost always have to restart my game, cause of very low fps. seems like something is loading but is not unloaded when I leave the area?
I don't know much about coding, but hope this helps find the issue
I wonder if this is related to the occlusion limit issue
some people, when occlusion is enabled in vid settings, will get error spam after a while, because apparently the walkersim agents continuously take up more and more space in the occludee entries list
its a bit particular :<
Does it also simulate all the spawned animals after you leave the area?
naw I checked and they despawn
they are "statically spawned" though so when you return they respawn
which might be the crux of the issue
maybe the game makes a distinction between statically and dynamically spawned entities in this case 👀
i havent dug into it that much yet
but im tempted to just double the occludee limit and call it a day :p
probably wont help with fps issues
@plucky kestrel
public virtual bool canDespawn()
{
return !this.IsClientControlled() && base.GetSpawnerSource() != EnumSpawnerSource.StaticSpawner && !this.IsSleeping;
}
can you spot the problem here? :3 keeping in mind.. walkersim agents are statically spawned
Hmm... I have no idea what clientControlled means.
And what exactly a sleeper is.
But it looks like there are several conditions preventing a despawn.
im not sure either about the client controlled bit :3
there is some weird code ive come across occasionally that seems to relate to entities being distributed in some way and assignedto players, in multiplayer
which SEEMS to imply some kind of optimisation where a player on their own with a bunch of zambies actually just controls them without the server having to be authoritative
seems like trouble to me, but idk maybe it's fine
Maybe it is used for companions?
but vanilla as none!
Yet. But maybe they already support them.
well all I can say is I haven't seen any code for that