Thomas changed the topic of #kspmodding to: Welcome to #kspmodding - the channel for discussing, and learning about, modding Kerbal Space Program. Code of Conduct: https://git.io/vSQh6 | Always provide logs (do !support for help). | *** PSA: https://kerbalspaceprogram.com/api/index.html | <Red5> Guy was asked for a log file, he gave this link: http://pastebin.com/wfVarZPf
<taniwha>
xShadowx: might be the deposit generation (from seed)
<taniwha>
that, and Majiir's overuse of linq
<taniwha>
he's one of those ivory tower "we don't need to optimize because computers are fast enough" types
<xShadowx>
linq = cancer
<taniwha>
stop insulting cancer
<xShadowx>
i have a i7-6950x
<xShadowx>
and im getting slowdowns
<xShadowx>
so no, not fast enough
<taniwha>
I'm one of those "computers are never fast enough" types
<xShadowx>
:)
<xShadowx>
that said, alot of ksp mods could do with some multithreading
<taniwha>
(balanced with a bit of "avoid premature optimization")
<taniwha>
xShadowx: don't need to go that far, really
<taniwha>
just doing partial updates in a coroutine would help no end
<xShadowx>
i dont do premature optimizing, but i do avoid linq and foreach
<taniwha>
(eg, Progeny updates /one/ kerbal per frame)
<taniwha>
take 20s to update 1000 kerbals, though
<xShadowx>
heh
<taniwha>
foreach is fine if not using unity's mono
<taniwha>
(though not as fast as a well-crafted for)
<riocrokite>
you'll have high mining and depltion rate so you'll deplete node quite fast thus needing to drive somewhere else
<xShadowx>
right, im just saying what stops me before its depleted heh
<riocrokite>
also bigger depletion nodes and fast depletion is nice for nomad style gameplay where you have to relocate your operations and base after some time
<xShadowx>
unless you deplete fast enough for driving in 1 line once depletes fully
<riocrokite>
so less looking for that small unharvested nodes and more general mining in one area
<riocrokite>
but then you're right people might drive in circles = boring
<xShadowx>
could aso leave node res up to a cfg, so crazy people like me can have a node every m2 ;P
<riocrokite>
anyways i'm happy that I get it to work :D
<riocrokite>
that's the problem, don't know how to do it and don't want to leave it to module harvester
<riocrokite>
to avoid conflicts such as two harvesters harvesting in the same spots create two different depletion nodes because of different node scale
<xShadowx>
and accually, the mining/depletion values are edited every frame? so dictionary to find once, cache it until coords change enough, then fetch new :)
<riocrokite>
my skills and time are limited atm so will start with the hardcoded solution :P
<xShadowx>
scenariomodule
<riocrokite>
dude, again all that ideas are awesome but I lack resources to implement them :D
<xShadowx>
oh for the setting for res? gameparam
<riocrokite>
all that stuff is for later, now I need to finish core functionality and make sure it works
<xShadowx>
i could make the gameparams class, thats not hard :P
<xShadowx>
yaya
<xShadowx>
make worky first >:)
<xShadowx>
sorry i thought it was workin already XD
<riocrokite>
yah speaking about making stuff, weekend = family time :/
<xShadowx>
sounds boring :P
<riocrokite>
well movie nights are kind of okay
<riocrokite>
as long as you like romantic comedies :P
<xShadowx>
avengers was a romantic comedy ;3
<xShadowx>
hulk & loki got a bit of foreplay
<riocrokite>
oh man, anything less than 6 full episodes of pride & prejudice doesn't qualify