1
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: March 05, 2024, 03:37:27 PM »
If it helps, I run java 23, with the listed mods.
Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Note, the command is untested, as I dont have a save with this bug
Currently, if I try to use this command with the Console Commands mod, I get an error that it is campaign-only.
I don't have any colonies with an overgrown nanoforge, but I DO know about the existence of one, and so far only know of one that exists in my entire System.
My issue is as it stands, I need to load my save to use the command, but I cannot load it due to getting the Intel error when trying to load.
Whats the performance impact for this mod? Has it been sampled (If you dont know what I mean, you can download visualvm and sample starsector to see the performance cost of specific methods and such)?
CPU wise it's on par with vanilla, maybe slightly faster. So anywhere between 1% to 4% of total CPU usage, depending on battle configuration. My code allocates more memory though (maybe that's a Kotlin thing?). Measured with Intellij profiler.
I try to optimize the code. For example, AI Tweaks uses a custom bounds collision checker that's about 5 to 6 times faster than the one in LazyLib. I use the saved cycles to run more logic more often, for better fire precision.
Just a second hand thought. Have you considered having a unique interaction with this and the HMI mod? They have a funny grey goo faction in there that I think would fit amazingly with the Overgrown Nanoforge if both are enabled.