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AldebaraanMKII
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@AldebaraanMKII AldebaraanMKII commented Jun 1, 2025

Two changes:

  1. remove the spawn limit option
  2. add a new spawn limit option that uses sliders and is more configurable. This makes the mod more performance friendly. You can set the totals spawns to something absurd like 25 and max spawns to 3 and still get a decent framerate.

1. remove the spawn limit option
2. add a new spawn limit option that uses sliders and is more configurable. With this you can set the spawn limit to something like 3 and the total spawns to 4.

I tested. It's working.
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As a general design criticism, I don't think deleting the spinner is the right call. Linear is pretty much the sane default behavior - and since it's the default currently, everything just works. All you need to do is drag the slider and you get a sane corresponding spawn limit. With this change, to get the same behavior a normal user would have to drag both sliders - and they'd have to know to do so, which isn't necessarily evident.

Instead, I'd rather add a "Custom" option to the end of the spinner, and add a separate "Custom Spawn Limit" slider below it.


Please also make sure to address all the ruff/pyright linter comments. I've fixed the failure in the other three tasks on master, you can either ignore them, or rebase to include the fix yourself.

Comment on lines -21 to 14

def update_spawn_limit(pop_master: UObject, limit_type: SpawnLimitType | str) -> None:
"""
Updates the spawn limit, taking into account the new scaling type.
Args:
pop_master: The population master holding the spawn limit to update.
limit_type: What scaling type the limit should use.
"""
def update_spawn_limit(pop_master: UObject) -> None:
global last_pop_master, last_pop_master_original_limit
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bring all these comments/docs you've deleted throughout the whole file back

@AldebaraanMKII
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Closing this to open new pull request with fixed code.

@apple1417
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fwiw pull requests will automatically update if you push new commits to the same branch, no need to recreate

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2 participants