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* Attempt to fix * Update LocalityLoaderSystem.cs * Update base_debris.yml * Update base_debris.yml * Update DebrisFeaturePlacerSystem.cs * Fix * Update LocalityLoaderSystem.cs * Update LocalityLoaderSystem.cs * Update GCQueuePrototype.cs * Fix * Fixed * Update LocalityLoaderSystem.cs * Update LocalityLoaderSystem.cs * Update LocalityLoaderSystem.cs * Update LocalityLoaderSystem.cs * Update LocalityLoaderSystem.cs * Update LocalityLoaderSystem.cs * Update LocalityLoaderSystem.cs * Update LocalityLoaderSystem.cs
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Content.Shared/_NF/Worldgen/Components/Debris/SpaceDebrisComponent.cs
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Original file line number | Diff line number | Diff line change |
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using Robust.Shared.GameStates; | ||
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namespace Content.Server._NF.Worldgen.Components.Debris; | ||
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[RegisterComponent, NetworkedComponent] | ||
public sealed partial class SpaceDebrisComponent : Component | ||
{ | ||
/// <summary> | ||
/// TODO: Add this so we can track all the debris active entities. | ||
/// </summary> | ||
[DataField] | ||
public List<EntityUid>? ActiveEntities; | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -1,4 +1,5 @@ | ||
- type: gcQueue | ||
id: SpaceDebris | ||
depth: 512 # So there's a decent bit of time before roids unload. | ||
minDepthToProcess: 256 | ||
depth: 256 # Frontier | ||
minDepthToProcess: 128 # Frontier | ||
trySkipQueue: true # Frontier - Attempt immediate removal if possible |