Game time passage is abysmally slow when many items are in view
Describe the bug
Any time i can view a few hundred items, of any kind or type, any action that passes time slows down accordingly. the more items in view, the slower the time progression. with my whole medium stockpile in view on the floor, crafting progresses at 1% every few seconds of real world time
Attach save file
Steps to reproduce
- turn on the lamp in the center of the base
- attempt to pass any time in view of all the collected items (waiting, crafting, reading, eating, repairing, casting, etc)
- go south around the corner and stand on the workbench/hide items from view (but still in crafting range)
- repeat time passage
- measure/notice substantial difference
Expected behavior
i expected many items would slow down performance a bit, but not THIS much. it becomes nearly 1:1 of a 15 minute recipe taking 15 real life minutes to complete.
Screenshots
No response
Versions and configuration
- OS: Windows
- OS Version: 10.0.19045.3930 (22H2)
- Game Version: 2a67568 [64-bit]
- Graphics Version: Tiles
- Game Language: System language []
- Mods loaded: [ Dark Days Ahead [dda], Disable NPC Needs [no_npc_food], Portal Storms Ignore NPCs [personal_portal_storms], Slowdown Fungal Growth [no_fungal_growth], Sky Island [skyisland], Magiclysm [magiclysm], Bombastic Perks [bombastic_perks], Translate Complex Dialogue [translate_dialogue], SpeedyDex [speedydex], Stats Through Kills [stats_through_kills], Stats Through Skills [StatsThroughSkills] ]
Additional context
something is obviously going wrong because it is ONLY when the items are in line of sight. closing a door (or even just being in the dark/at nighttime) with a thousand items on the other side eliminates the slowdown completely. also, it affects all time passage: waiting/reading/eating/repairing etc, not only crafting, as referenced in #63586
@akrieger
I cant confirm that in my build (linux); got a whole bunch of errors while loading in, but after ignoring them all, I was able to craft an item taking over an ingame hour in just a few outgame seconds.
It loads with the out-of-tree version of Sky Islands (https://github.com/TGWeaver/CDDA-Sky-Islands). At a glance, this looks like a duplicate of #62057 and you do indeed have some MGOAL_FIND_ITEM missions assigned from EOCs.
(drops down to 0.5% at step 4)
Ok, that explains it - some of the errors were invalidated missions.
It loads with the out-of-tree version of Sky Islands (https://github.com/TGWeaver/CDDA-Sky-Islands). At a glance, this looks like a duplicate of #62057 and you do indeed have some
MGOAL_FIND_ITEMmissions assigned from EOCs. (drops down to 0.5% at step 4)
so if i understand it correctly, go complete the "sticky situation" mission, and itll stop checking every frame for the slime scraps? none of the debug options for that mission are affecting the issue
or, is it because i accepted all 11 skyisland upgrade missions at once, and its checking for all those items every frame?
If the "find item" mission code is checking every turn, I can see how having like, ten at a time from the Sky Island upgrade missions would be a real problem. I don't imagine you'd normally ever have that many active missions in normal play, so it probably just hasn't come up in testing until now.
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.