Sign in to follow this  
thorstein92

How to deal with patfinding lag?

Recommended Posts

thorstein92    12

As in title.

At few hundreds cycle pathfinding lag hit me heavily. Lowering speed by each stage makes my dupes make 30% more errands each cycle.

I wondering how i can reduce this lag other ways than obvious, like using "one tile infinite storage", reduce errand (especially avoiding algae terrarium, using robominers or sweeping small piles), making some jobs full time or temporary closing mining shafts for suplliers.

Are tubes or jetpacks more efficient for pathfinding than ladders?

How bad ladder chessboard is in comparisment to ladder tree?

Share this post


Link to post
Share on other sites
BLACKBERREST3    232

I kinda want to know this too. This may sound impractical, but you could upgrade you pc with more/faster ram. I am a corsair user myself running 32gb. You shouldn't have to do anything irl to solve this problem, but hey that is one solution. I've heard from other posts I believe that assigning your cores/threads a higher priority towards ONI would help a little. It's mainly about reducing the physics collisions/calculations that the game has to make as well. Others will probably have more input than me on this.

Edited by BLACKBERREST3

Share this post


Link to post
Share on other sites
thorstein92    12

I've got i7 7700 watercooled with 12gb 2400RAM. It should be enough for this type of game.

Can you give me a link to info how encourage the game for multithreadding?

 

Also I'm more about how optimize my base/my gameplay than how optimize my hardware.

Share this post


Link to post
Share on other sites
Junksteel    653

Some stuff can improve your experience like small number of dupes (yeah, no fun allowed) and radial pathing. One tile infinite storage really helps too.

Jetpacks are a nightmare in this regard. Avoid them as much as you can.

  • Like 1

Share this post


Link to post
Share on other sites
thorstein92    12

I played with 24 dups. 
In long term it was bad choice.
Especially on digging errands when they were battleing who will have a right to dig this tile.

Does heat flow and gas flow have higher or lower priority than pathfinding?

Share this post


Link to post
Share on other sites
bobucles    335

Large open maps require much more effort to process. Try to restrict your dupes to smaller zones, for example only allow 3 dupes in the space biome and 3 in the oil biome.

Share this post


Link to post
Share on other sites
avc15    416

Radial pathing and access restrictions go a long way.

 

What should theoretically reverse the problem would be to specialize your dupes & make places for them to live right at their worksite. Also restrict their access to other places.

 

Actually pretty challenging to design a base this way.

Share this post


Link to post
Share on other sites
DarkMoge    138

 

3 hours ago, thorstein92 said:

As in title.

At few hundreds cycle pathfinding lag hit me heavily. Lowering speed by each stage makes my dupes make 30% more errands each cycle.

I give some general tips in that topic... basically, you want to put your dupes within enclosed space and do not even give them an option to leave... Reduce the amount of options they have when picking a path... Making chessboard ladders is how you kill your game, making tree ladders is also bad... What you want is one single ladder in the center...
Do not use jet suits, they will lag your game pretty hard... Also, do not use fire poles, they add tons of lags to your base. 
Also, make sure to put all of your resources that are lying around inside storage boxes.

Give your dupes dedicated jobs... Lock your ranchers with critters, its 1 rancher per 4 ranches... Lock your farmers with your plants, the ratio is different for different plants though... Put your cooks inside the kitchen... Put the operator that uses metal refinery to make metal next to it.

Use rails to distribute resources such as food between the farms... Always use autosweepers to sweep resources inside the farms.

Try playing with priorities, reducing priority on regular errands below 5 to 1-4 should actually improve your game performance. 

Critters actually barely add anything to lag, it is all dupes. And it is dupes that can get into any place on your asteroid... Dupes that are enclosed inside small boxes they cant leave, do not add too much of lag. 

Trust me, if all of your dupes are running around digging, building and delivering resources, you will keep on tanking lags... You need to make it dedicated jobs for a few dupes. Dig and construction can be a job for same dupe, but, you need to make dupes that only do 1 task -> "store" and everyone else should be disallowed. Things are a bit tricky with "supply", because it is both used in building and delivering resources to things. You want to let your dig/construct dupes to be able to "supply", but do not let them get access to areas that are not building sites. Basically, doors everywhere are your friends. 

  • Like 2

Share this post


Link to post
Share on other sites
kapoff    3

My base have only one ladder end one transportation tube in the middle.
This middle corridor is the only way for access evry floor in my base.

Edit : I forget the fire pole. I will destroy it. it is very useful before having transportation tube.

Capture du 2019-09-11 13:12:42.png

Edited by kapoff

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this