In my mod, there's a test event that gives 100+ techs. When I use the event from command, it freezes the game for 10 seconds. I counted all on_tech_increased tech in my mod and there are around 50 techs triggering the events. Is there any fast way to refactor the on_tech_increased event list? Or another algorithem?
The origin approach was just ignore the performance and put all things in the on_tech_increased trigger.
I also tried to add a controller event to catch all the 50ish techs and used if-else statement to call the exact events. This approach looks ugly though and idk the correct way to use switch trigger.
The origin approach was just ignore the performance and put all things in the on_tech_increased trigger.
I also tried to add a controller event to catch all the 50ish techs and used if-else statement to call the exact events. This approach looks ugly though and idk the correct way to use switch trigger.