[DiscordArchive] isnt that profiler though ?
[DiscordArchive] isnt that profiler though ?
Archived author: Rymercyble • Posted: 2024-06-03T18:04:29.335000+00:00
Original source
i dont have modules which would do that either so it must be in core
Archived author: walkline • Posted: 2024-06-03T18:37:36.871000+00:00
Original source
Can you try to disable transport and check diff? `IsContinentTransport.Enabled = 0`
![[Image: image.png?ex=690c4881&is=690af701&hm=4eb...7caa86499&]](https://cdn.discordapp.com/attachments/284323424032129024/1247264682969141319/image.png?ex=690c4881&is=690af701&hm=4eb6ae130f838dab99198a3d2f644d0684ade0c7cd598d89ddf94c27caa86499&)
Archived author: Rymercyble • Posted: 2024-06-03T19:04:33.519000+00:00
Original source
![[Image: image.png?ex=690c4881&is=690af701&hm=4eb...7caa86499&]](https://cdn.discordapp.com/attachments/284323424032129024/1247264682969141319/image.png?ex=690c4881&is=690af701&hm=4eb6ae130f838dab99198a3d2f644d0684ade0c7cd598d89ddf94c27caa86499&)
Archived author: sudlud • Posted: 2024-06-03T19:46:31.749000+00:00
Original source
transports are always set active, right
Archived author: sudlud • Posted: 2024-06-03T19:47:22.152000+00:00
Original source
so they will also enable nearby creatures, which might also send themselves active afterwards which etc
Archived author: Rymercyble • Posted: 2024-06-03T19:47:30.755000+00:00
Original source
if its loading grids i wonder if it would have spike with preloaded maps i guess it shouldnt
Archived author: sudlud • Posted: 2024-06-03T19:48:05.152000+00:00
Original source
or it should relax after few minutes of server running, as the transports always trigger the same grids