Plugin.rosudrag.se-phyzix 1.0.3
Phyzix kills the multi-second freezes you get when a pile of entities lands in a single frame - crossing into a new sector, an MES encounter spawning, an asteroid field streaming in.
The game drains its entity-creation queue in one unbounded loop, so a whole sector's worth of work can run in a single tick. Phyzix puts a per-frame cap on that loop - a count and a millisecond budget - and finishes the rest on later frames. Nothing is dropped, and at least one entity always gets through per frame, so a backlog can never stall. Network-streamed asteroids skip that queue entirely, so their loads are captured and replayed under the same budget.
Settings: adds per frame (8), frame budget (3 ms), defer asteroid loads (on), max deferred loads (64 - past that they load inline, so an extreme storm degrades to vanilla instead of eating memory), plus optional counters in the log and chat narration.
Client-side, works on any server. Multiplayer only, because the loop it patches sits behind the game's own multiplayer check, and it stands down while a world is still loading.
Bugs: https://github.com/rosudrag/se-phyzix/issues
No packages depend on Plugin.rosudrag.se-phyzix.
.NET 10.0
- CringePlugins (>= 0.4.7)