Path placement causes a lot of lag, performance drop when laying roads
When the path network of a district is already very big and convoluted, the game grinds to a halt when a piece of path is connected in the building tool.
The same is true for attaching new buildings to existing paths as you place them.
This lag, probably caused by re-evaluating path connectivity, makes the game fee very slow even though it is otherwise not slow at all.
I understand that a global and slow view on the whole path network might be necessary to turn "more red" areas into "more green" areas in the preview if there is a new shortcut formed. When placing a building or just extending a path, this global effect doesn't matter and the new path parts only get "longer". Having no "further" parts connected anew by the new connection could be a good shortcut to cut off the search already there. After that, only closing path loops would still have this perceptible lag.
Could have an option for "fast path previews" that didn't follow the "further" paths.
Latest experimental version
Comments: 2
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26 May, '23
Roni MergedI want to destroy a road. I can use Del to do it quicker. Nice.
(If there's a way to destroy several of them, I don't know it.)
"Are you sure you want to demolish the selected building?" the game asks.
"You won't be able to undo it", the needless prompt continues. That's not even true in this case.
To destroy each piece of road the game requires many inputs from me and only to do something that is easily undone since roads are absolutely free to build, not even requiring time to spawn them into existence.
And then there's a dramatic crash sound. For each tile of road. Honestly, no sound prompt at all would be better.
Anyway, I'm excited about the game, and thought these would be kinda easy to implement.
Good job! -
27 May, '23
Gin Fuyou Admin"Road removal is treated as impactful for no reason." (suggested by Roni on 2023-05-26), including upvotes (1) and comments (0), was merged into this suggestion.