District distance path lines overlay cause a performance drop \ lag
When you have a large district, there will be a stutter every time the district paths are highlighted, as the game takes a moment to check the pathing. (Clicking on a building, adding a new road, etc etc.).
(Stutter depends on size of district path network vs pc perf, so it'll usually not be noticeable early on.)
I have a couple suggestions for solving the issue:
1: Add a 'show paths' info overlay button onscreen that toggles that feature, like the storage and water overlays.
Most of the time I don't really need it, and I'd much rather have it be something I toggle myself.
2: Cache the result, and only generate it when buildings/paths have changed.
3: Move the feature off the main game thread/make it async.
Then it doesn't matter if it takes a few frames to appear, the important bit is that it doesn't freeze the game while doing so..
Comments: 9
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28 Dec, '24
speedy209 MergedHighlighted comment
I would like to be able to turn path monitoring on and off with a switch.
In the experimental update, path monitoring didn't work for a short time and I was able to build much more easily.
If you've ever built a large map with just one district and lots of paths, you'll know how annoying that can be. When you want to place a few more buildings or paths and the game suddenly drops to 1FPS and you're building somewhere other than you originally planned.
I often go and delete the paths to the area I'm currently building in and can then easily place the stairs and buildings.
But it would be so much cooler to switch it with a key combination.
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Ich würde mir wünschen, dass man die Wegüberwachung mit einem Schalter an- und ausschalten kann.
Im experimentellen Update hat die Wegüberwachung kurzzeitig nicht funktioniert und ich konnte deutlich einfacher bauen.
Wer schon mal eine große Map mit nur einem Stadtteil und vielen Wegen gebaut hat, weiß bestimmt, -
12 Jul, '24
BobThis issue greatly affects my preferred style of play. I'd love it if districts were a totally optional choice to manage beaver activity. If I can get away with it, I usually have a single district even on large maps (256x256) because it's easier for me to get important side projects built without worrying about setting up outpost colonies with their own set of concerns that I've already solved in the primary colony. To me, districts are a necessary mechanism for me to help the game's path-finding and job/task selection avoid sometimes amazingly bad (if somewhat entertaining) choices.
For me, the game-ending point is usually driven by UI performance degradation or simulation slow-down.
Prior work that relaxed district limitations made the game 100% better for me. Using the above #2 and #3 approaches would be similarly awesome. Option #3 is far better than nothing, and seems like low hanging fruit. (I think a mod already does #3, but I would love a better fix.) -
04 Nov, '24
Curtis MergedIt would be nice to turn off the path lines. In a bigger game every time I am building something that touches a path line it gives a lag spike when it touches and loads the path lines.
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04 Nov, '24
Jcheung System"Turn off Path Lines" (suggested by <Hidden> on 2024-11-04), including upvotes (1) and comments (0), was merged into this suggestion.
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03 Jan, '25
Gin Fuyou System"Turn path monitoring on and off" (suggested by <Hidden> on 2024-12-28), including upvotes (1) and comments (0), was merged into this suggestion.
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09 Jan, '25
Dylan MergedFrame drops when im building paths. specifically when the lines pop up that run all through my 256x256. i only have one town hall but thats cuz I also think the trade between towns takes way longer.
I have a really good pc and im running at low to try and help but since is lines im not sure its graphical. also now that im reaching the corners its getting so bad to where I actually write this :) -
11 Jan, '25
Gin Fuyou System"Frame drops" (suggested by <Hidden> on 2025-01-09), including upvotes (1) and comments (0), was merged into this suggestion.
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22 Nov, '25
awsdert MergedHidePathRange was a great mod but it never supported U7 properly and there's no sign of it supporting v1 and it's one feature, toggling the processing & visibility of the path range (the little bars above the paths when they're selected) should really be in vanilla TB anyways. The need for this arises when colonies get large enough that processing and displaying said range gets to be a burden rather than a feature. At present the closest I can get to this is using "BlockObjectWithPathRangeSpec#delete" but that obviously comes with the caveat that the numbers that get displayed in the info box no longer get displayed which is not what I wanted.
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25 Nov, '25
Gin Fuyou System"Make the HidePathRange mod's feature vanilla" (suggested by <Hidden> on 2025-11-22), including upvotes (1) and comments (0), was merged into this suggestion.