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NPCs in city-less worlds really slow the game down #22270
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Could we drop it down to 1 overmap width as a stopgap measure? That's still quite a large area to scan (32400) to allow AI behavior and would cut down processing by a significant factor. |
It will decrease slowdonw, but won't really help as there are still no shops and houses in 1 overmap radius. I suggest npcs should traverse |
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. |
Fixed in #30288? |
Fixed in 30288, thanks. |
As reported in http://smf.cataclysmdda.com/index.php?topic=15122.0
"Wild" NPCs look for shops and houses to loot. When those don't exist, they fail to find something to do, meaning that their next action will be looking for something to do (ie. scanning for shops and houses to loot).
The radius for this scan is whooping 5 overmap widths -
(180*5)^2=810000
tiles to check. And the per-terrain check is a string comparison.The text was updated successfully, but these errors were encountered: