I designed a 6 story building for housing. After building the second floor (started on 3rd floor), it started to lag a bit with LUA spiking after every block built. Once they started to build the 4th floor, the lag increased to about 10s per block built. Now they are on the 5th floor, and the lag is around 45s per block built.
Here is a screenshot of them starting floor 5 (won’t let me post inline due to “new user”)
Here is the link to the building template that I used.
Sorry, had not seen anything like it for R293. Figured I could at least supply the template too just in case it was something i messed up in it, and not the engine itself.
ah no problems mate, and its always helpful top report if your unsure, because even if a thread has already been created @SteveAdamo is able to merge it for you
Just be careful double posting things. I’ve known @8BitCrab to snap a time here and there. Rest the soul of the one kid who forgot pictures. Never did find his account.
LOL poor kid I did look for R293 and didnt see it. Even had it been posted before for a previous version, I am new to the game and was unaware that it existed, been fixed, regressed, etc. Thanks for the heads up for future “crabbiness”
Sounds like the pathfinder is just poorly optimised for vertical pathfinding, that’s all. In fairness, so far this hasn’t been a big issue, because the terrain is mostly flat and we’ve only just added (officially ) multi-storey structures.
Hmm I am not sure - it is the LUA thread that is spiking, not the pathfinding one. Again, this is just from a user’s view so I am not sure if one originates from the other.
Problem description:
When trying to build the 3rd or 4th level of a taller building, Lua begins to take up to 80%-90%. Each time a worker lays down a block (wall, pillar or floor) all workers seems to pause for a second (and particle effects are likewise suspended). While this pause happens I can move the camera around freely, without any stutters.
How to replicate:
Build a building with around 8 levels, the pauses should begin when the 3rd or 4th level is being build. I have included the schematics for a minimal tower that creates the problems, as well as a far more complicated keep where the problems show up about at the same time.