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Ipsquiggle

[Game Update] Cloud Saves Now In Preview - 437482

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blash365    775

Awesome!

 

Especially the load screen reorganization and performance optimizations:D

 

@everyone: save files are normally found under c:\Users\<user-name>\Documents\Klei\OxygenNotIncluded\save_files

 

@Ipsquiggle: Maybe add the savefile path to the original post where you are recommending to create a backup.

Edited by blash365
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blash365    775
13 minutes ago, chemie said:

cloud saves is always the first thing I disable in a game....

True, they are not always working in your favor. Also i kinda thought cloud saves were already part of ONI.^^

But at least we have a good batch of other changes along with it.

!!! Word of caution:

Quote

FileNotFoundException: Could not find file "C:\Users\...Documents\Klei\OxygenNotIncluded\save_files\x.sav"

file exists, but cant load it after migrating save system.

 

Restarted ONI, loading worked afterwards. Might be a strange caching effect.

 

 

Edited by blash365

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spkthed    168

Awesome. Happy to provide feedback, thanks a ton for all of the work, and super excited about the performance updates.

P.S. Thanks a ton for letting us know it'll be a few more weeks!

Edited by spkthed
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blash365    775

@Ipsquiggle: How can we tell that the cloud saves are working? There is no on/off option that i was able to locate. My local cloud_save_files folder is still empty (apart from a hashfolder inside it). Also when i save my game, i dont see any cloud synchronization happening.

Also some kind of indication on the load screen showing whether a game is cloud/local would be nice.

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blash365    775
8 minutes ago, klei.ruby said:

syncing happens when you exit the game.

Thanks for the clarification.

 

i totally didnt realize the top bar on the load screen.

 

So when i have a colony with 550 mb of savegames, that means a long syncing time.:&

Guess i have to clean up some of my savegames.

Edited by blash365

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klei.ruby    619

Yea, if you have a lot of saves it will take some time to upload. It doesn't block playing other games, but ONI will wait to finish syncing before you can press play again. We plan to warn about that as well.

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dani9    0

Great Update! Great performance!

But.... When I Close the Game my Google Drive is Syncing my User's Documents Folder. Steam thinks Oxygen Not Included is still running until the Google Drive Sync is finished.

Can you move the Cloud Savegames in the Steam Cloud Savegame Folder? ( C:\Program Files (x86)\Steam\userdata\XXX\457140\remote )

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AzeTheGreat    84
Quote

"More Info" on the error includes the actual error message in addition to the stack trace

Thank you so much, this will help a lot.  Please consider encouraging users to send the full output log - it can make a massive difference in fixing bugs (which I'm sure you know).  Adding a button to open the log location, and a message telling users to submit it to crashing mods would be ideal in my opinion.  (I still really think the stack trace shouldn't be shown to end users, but oh well).

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blash365    775
2 minutes ago, AzeTheGreat said:

Thank you so much, this will help a lot.  Please consider encouraging users to send the full output log - it can make a massive difference in fixing bugs (which I'm sure you know).  Adding a button to open the log location, and a message telling users to submit it to crashing mods would be ideal in my opinion.  (I still really think the stack trace shouldn't be shown to end users, but oh well).

I imagine that already happens when you press "report issue" on the blackhole screen.

 

Also there is a button (a bit hidden) under options -> feedback -> log files to navigate to your log file folder.

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AzeTheGreat    84
3 minutes ago, blash365 said:

I imagine that already happens when you press "report issue" on the blackhole screen.

 

Also there is a button (a bit hidden) under options -> feedback -> log files to navigate to your log file folder.

I am specifically speaking from the perspective of a mod developer trying to fix crashes.  The blackhole screen is different from the "standard" crash screen with a stack trace.

Having the button there does nothing to encourage end users, who know very little about coding or bug reporting, to report issues with sufficient information to reproduce/solve them.

Half of the bug reports I get include no information at all, and those are unavoidable, but the other half frequently include just the stack trace pasted in.  While actually including the error will make the stack trace a lot more useful, it would be even better to encourage users to submit the full logs.  Making attaching the full logs just as easy as pasting in the stack trace (and telling users to do that) is the best way to do that.

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Gurgel    2584
27 minutes ago, AzeTheGreat said:

Thank you so much, this will help a lot.  Please consider encouraging users to send the full output log - it can make a massive difference in fixing bugs (which I'm sure you know).  Adding a button to open the log location, and a message telling users to submit it to crashing mods would be ideal in my opinion.  (I still really think the stack trace shouldn't be shown to end users, but oh well).

I had a look at the logs and decided to never upload one due to privacy concerns. Since I have made some bug reports without actual logs and some of the reported bugs got fixed based on the description I gave, my guess would be that given a good bug description and a way to reproduce, the logs are not needed. 

Now, everybody can decide that for themselves, but, for example, I do not want my real name on the site here via the log file.

Incidentally, I just reported a bug with the process that sorts saves into folders. 

Edited by Gurgel

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Slvrsrfr    198

slightly off topic, but a concern for me. Is there any indication that the next update will change seed/map generation? Is it expected that seeds/maps will remain in the format they are in? Will maps be re-generated, as has happened in previous updates?

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krop    107
11 hours ago, Ipsquiggle said:

Hi friends!

We’re making good progress on the DLC and are on track to give you something juicy before the year is up, but as it’s still a ways out we wanted to give you a little something in the meantime. So with that we’d like to announce we’re opening up testing for: Cloud Saves!

This is something we’ve wanted to implement for a while, and we’d like to get them out before DLC testing starts as they’ll help support the coming DLC infrastructure. So this is a fairly small update to the game, consisting of basically just this new feature.

!! ATTENTION TESTERS !! While we're doing our absolute best to never ever delete your save files accidentally, part of the reason for this public testing is so that we can make sure save migration is as safe as can possibly be. In other words, Please Make a Backup Of Your Save Files before joining the public testing branch, and let us know right away in the bug forums if you encounter any issues with migrating and syncing saves.

Thank you so much for helping us out with this. We're all looking forward to finally getting cloud saves into the game. We know you've been asking for this for awhile!

 

 

Migration worked both ways on Linux *BUT* if I launch the file browser from the game (in the 'SAVE INFORMATION' dialog) then quit ONI, Steam considers the game is still running until I close the file browser.

 

Edited by krop
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Loraty    47
Quote
  • Auto Save deleting policy is now per colony, i.e 10 max auto saves for each colony

Thank you! This is a huge quality of life improvement.

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Ipsquiggle    7984
18 hours ago, dani9 said:

Great Update! Great performance!

But.... When I Close the Game my Google Drive is Syncing my User's Documents Folder. Steam thinks Oxygen Not Included is still running until the Google Drive Sync is finished.

Can you move the Cloud Savegames in the Steam Cloud Savegame Folder? ( C:\Program Files (x86)\Steam\userdata\XXX\457140\remote )

The first time you move your saves to the cloud, it may take quite a long time for Steam to do the initial Sync. Unfortunately, Steam does not make it clear what's happening, it just looks like this while it's uploading saves:

6f12c3e09824.gif

I also believe Google Drive is (supposed to be ;)) smart about not resyncing a file that's moved. Please let us know if this continues to be a problem after the initial sync.

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DefectiveNu    14
21 hours ago, Ipsquiggle said:

on a Dupe stress-test colony

curious how many dupes you use in this stress test, I've got a 200 dupe colony that my computer hates me over, going to see how much this update helps

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Beowulfe    183
1 hour ago, DefectiveNu said:

curious how many dupes you use in this stress test, I've got a 200 dupe colony that my computer hates me over, going to see how much this update helps

Remember that the public test branches also have more debugging built in, which means you're not likely to see the full brunt of the performance improvements until it hits live! Debugging data can add a lot of performance overhead.

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DefectiveNu    14

Well I was playing with the custom speed mod, set at 0.25x for the slowest, and even then it ran at 4fps (it even did this while paused) now it seems to hit ~10-20 (21-25 paused) which is quite nice.  Regular speed still chugs (~5-10fps) but still, great improvement.  I have to see how much this drops "ponder" times although that is hard to see due to how the tooltip displays (it shows the bottom full of garbage like "life support supply to <dupe> 0.01%)

 

1. An interesting error I'm getting loading a mod (printing pod manager) its the last mod by id in the steam mods folder.  I get in quick succession these screens (I recorded the game launching since it closes after clearing the last one)

Spoiler

image.png.f0123b91ea333451f7c67242dc54920f.pngimage.png.ec94013d19c41095070284df7071a4d5.pngimage.png.320535c38b0dcfc627b471ddb238b380.png

From the output log it just seems like it fails to patch Telepad.Update() but then tries to delete the mod which it can't do because its dll is loaded

 

all my other mods seem to have survived the update which is very nice

 

2. My saves seem to not be migrated though, 0 bytes used in steam cloud storage and no long wait for sync on first quit

Edited by DefectiveNu

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blash365    775
50 minutes ago, DefectiveNu said:

2. My saves seem to not be migrated though, 0 bytes used in steam cloud storage and no long wait for sync on first quit

 

You need to activate cloud saving for each colony (or for all) by pressing the cloud symbol on the load screen. See Rubys answer above for more details:

https://forums.kleientertainment.com/forums/topic/122968-game-update-cloud-saves-now-in-preview-437482/?do=findComment&comment=1386047

Edited by blash365
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avc15    485
On 10/29/2020 at 2:24 PM, chemie said:

cloud saves is always the first thing I disable in a game....

I feel the same about it, but some very vocal community members have been giving klei a hard time about it. So it's important to someone at least.

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DefectiveNu    14

Ah, I was dumb and thought the first conversion was supposed to do that...

 

anyway I tested the ponder times a bit and they were reduced by ~25%+ when running at 0.25 speed compared to before the patch, and at 1x were about on par with 0.25x pre-patch

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