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[MIRROR] Fix a bunch of issues and runtimes (#11145)
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
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Kashargul
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199e857d15
commit
46c940fbdf
@@ -118,13 +118,13 @@ SUBSYSTEM_DEF(xenoarch)
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artifact_turf.artifact_find = new()
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/// This is the proc that is used when a Z level runs out of artifacts. This means you have 'completed' your job and now you get bonus goodies to keep you occupied.
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/datum/controller/subsystem/xenoarch/proc/continual_generation(var/mob/living/caller)
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/datum/controller/subsystem/xenoarch/proc/continual_generation(var/mob/living/user)
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/// So, to preface this, I had to do a lot of testing with this to ensure it wouldn't cause mass lag and that it properly functioned.
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/// At first, I tried to make it scan mineral in the user's Z. There's not really any preexisting functionality for this that I could find, so that was a negative.
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/// Next, I saw what would happen if it did 'in world' and then went 'if M.z != caller.z continue' and that caused...A lot of lag. For a long time.
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/// Next, I saw what would happen if it did 'in world' and then went 'if M.z != user.z continue' and that caused...A lot of lag. For a long time.
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/// This range(100) was for me was completely lagless. It gives a good amount of artifacts to keep digging and keep archeo working so they don't 'run out' of things to do.
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for(var/turf/simulated/mineral/M in range(100, caller))
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for(var/turf/simulated/mineral/M in range(100, user))
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if(!M.density)
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continue
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