Jump to content

Whats up next for DLC?


Recommended Posts

2 hours ago, Tzunki said:

Hopefully it will be a performance update. I still have enough content to explore, 
but after 100+ dupes and / or 500 days the core meltdown begins in my CPU. 
And I don't want another summons from the IAEA.

Absolutely this. I am happy with the content so far, I would love more but I would take performance before anything else. I have a 3900x, 32GB 3600 DDR4, and a 2070 Super, and the game struggles hard once I'm a few hundred cycles in. It would be amazing if we could get some more multithreading to help with performance. I know not everything can be multithreaded but I hope they have something up their sleeve and can squeeze some more out of my 12c/24t CPU...

3 hours ago, Tzunki said:

Hopefully it will be a performance update. I still have enough content to explore, 
but after 100+ dupes and / or 500 days the core meltdown begins in my CPU. 
And I don't want another summons from the IAEA.

Alternatively, Klei could just implement a "pandemic" mechanism that starts to kill of dupes when you have more than 20 and reliably keeps the population below 40 ;-)

Seriously, though, I think the engine-update was a step for more optimization. But you probably should not expect too much, optimizing complex code is _hard_ and increasing parallelism is even harder.

I think it is mostly done but perhaps something still on the icy asteroid (does anyone know what is it ? I thought the temporal tear ripper was going to be there).
Perhaps getting other starts (oasisse, etc.) and polishing still, which can take a pretty good amount of time

3 hours ago, Hokaeru said:

I think it is mostly done but perhaps something still on the icy asteroid (does anyone know what is it ? I thought the temporal tear ripper was going to be there).
Perhaps getting other starts (oasisse, etc.) and polishing still, which can take a pretty good amount of time

Pretty much my thoughts. I think additions are mostly done for this DLC (there is still the missing interplanetary automation, but I am not sure we are going to get that), but polishing, map generation, etc. may take a while. And maybe we may even get a bit of story!

4 hours ago, Hokaeru said:

I think it is mostly done

I see a lt of systems still unfinished. There is still no radiaton sickness treatment, the zombie spore cure was removed for some reason (maybe a new crafting building is in the works). There is still no reliable radiation source for mutated plants. The hydrocactus isn`t fully implemented yet iirc. The saturn critter trap doesn`t drop seeds (maybe intended but i`d prefer if you could make a farm of those).

Well i guess it`s all small stuff but still feels like quite a few things to do.

Factorio is, for the most part, a deterministic simulation. By design, every conveyor and every structure interacts only with it's immediate neighbors, and only in well-defined, predictable ways. The only decision makers in the game are the biters, who basically just locate the closest structure and attack, and the drones, who only interact with pre-defined endpoints.
 
ONI is multiple interacting non-deterministic simulations. Every duplicant has to make a rational decision based on hundreds of competing job priorities. Simple entities like animals are always checking atmosphere and room requirements. Even a single packet in a pipe in ONI is complicated by things like state change and temperature. Not much can be calculated in advance or in parallel because everything depends on everything else.
 
Comparing the two is like comparing a formula 1 car to a freight train.

7 hours ago, Sebastiangperez said:

Factorio could run multiplayer. 

Spiffing brit had 500 players :D Sooooo agument invalid.

3 hours ago, QuQuasar said:

Factorio is, for the most part, a deterministic simulation. By design, every conveyor and every structure interacts only with it's immediate neighbors, and only in well-defined, predictable ways. The only decision makers in the game are the biters, who basically just locate the closest structure and attack, and the drones, who only interact with pre-defined endpoints.
 
ONI is multiple interacting non-deterministic simulations. Every duplicant has to make a rational decision based on hundreds of competing job priorities. Simple entities like animals are always checking atmosphere and room requirements. Even a single packet in a pipe in ONI is complicated by things like state change and temperature. Not much can be calculated in advance or in parallel because everything depends on everything else.
 
Comparing the two is like comparing a formula 1 car to a freight train.

I wouldn't mind dumbing things down for performance, I don't need realistic physics or way too complex interactions.

Don't tell me you can't compute entities in paralel or separate pipes in paralel.

Besides dupes are so stupid that I doubt that they have even a bit of intelligence in them. They get stuck in so many places.

Also I quit factorio save after ragequitting because stuff gets way too complex with mods, in ONI i ragequit because I hate 10-20FPS gameplay.

Plus they could multithread each planet since they don't interact with each other.

46 minutes ago, cpy said:

Spiffing brit had 500 players :D Sooooo agument invalid.

I wouldn't mind dumbing things down for performance, I don't need realistic physics or way too complex interactions.

Don't tell me you can't compute entities in paralel or separate pipes in paralel.

Besides dupes are so stupid that I doubt that they have even a bit of intelligence in them. They get stuck in so many places.

Also I quit factorio save after ragequitting because stuff gets way too complex with mods, in ONI i ragequit because I hate 10-20FPS gameplay.

Plus they could multithread each planet since they don't interact with each other.

Don't dumb things down. Processors will get faster in a few years

 Dupes Are stupid, yea,

I sometimes try to Alt-tab to another planet! it would be awesome to run 3 or 4 copies of the game 1 for each planet then just open the different window whenever, but that isn't very elegant lol plus i would feed it so much Ram. 

 

2 hours ago, ATM Reaper said:

Just FYI folks apparently the update notifications we have loved so much during DLC progression seem to have now moved to general ONI discussion page, no longer in DLC general.

That`s understandable for the last 2 as those were the big mergedown updates. The next one might be back to dlc only, depending on what will it contain.

Regular game CPU load

image.thumb.png.db35d4fc1884aec1fdf22dad6f529d29.png

ONi CPU work on "meaningful and really fun things"

image.thumb.png.c6b1e3790261d7b41ef8bb453aafa4a3.pngimage.png.d082e2e3612291ab8e0b02855026fe41.png

ONIdiction

image.thumb.png.86031890c12d5e611f8f520d527ca3f3.png

If we could play Factorio multiplayer on 2 arcade machines in ONI - Together in ONI multiplayer with a friend...

image.thumb.png.d8451e1be4bd35415d041609f8f0b29a.png

17 hours ago, QuQuasar said:

Factorio is, for the most part, a deterministic simulation. By design, every conveyor and every structure interacts only with it's immediate neighbors, and only in well-defined, predictable ways. The only decision makers in the game are the biters, who basically just locate the closest structure and attack, and the drones, who only interact with pre-defined endpoints.
 
ONI is multiple interacting non-deterministic simulations. Every duplicant has to make a rational decision based on hundreds of competing job priorities. Simple entities like animals are always checking atmosphere and room requirements. Even a single packet in a pipe in ONI is complicated by things like state change and temperature. Not much can be calculated in advance or in parallel because everything depends on everything else.
 
Comparing the two is like comparing a formula 1 car to a freight train.

Fully agree, except I would compare ONI vs Factorio with the 747 vs A380 - Both are champions in the heavy league and their professions. :rolleyes: Its two ultimate calculation game titles where the developers have their fingers in optimizing their work horses...Constantly adding new cool content and at the same time avoiding fps collapse - Especially with big mega maps and "Total everything to the max".

Of course, nowadays with Factorio it may be harder for the average Joe to tear down Factorio frame rates in "Standard game settings" while not taking everything to the maximum - Like running 500 trains with 24 carriages each, within giga zillions of factory complexes on mega map size, 0.2 million belt pieces and resources handlers sorting and processing stuff + user dropping some atom bomb on everything "for fun and giggles" ( and 0.1 FPS stutter slide show ).

50 artillery cannons shooting across the map at lots of alien hive creatures can actually be enough to pull down Factorio down to its knees - That is more random interactions "with everything" in Factorio and gets closer to whats going on in the ONI game.

They day they introduced electricity to Factorio, that was the month of 1 fps for heavy electricty users :lol: At those times one could even pull down the game with 20 steam engines and the particle graphic effects. So much work and effort went in to Factorio over the years...Its the same with ONI :adjoint:

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...