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Massive hangs when changing pipes. Corrupt save?


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Been having some problems with my latest playthrough. It started slowing down a couple of hundred cycles back and has gradually been getting worse to the point it is completely unplayable now. By that I mean a 5 minute hang on making any change, even in sandbox, to any pipe (delete, modify, build etc)

The pipes are a bit all over the place but I've loaded up old much bigger maps with way more piping and they work fine.

Have tried all kinds of things in sandbox like removing all the dupes and critters, would try removing all the pipes but when it takes 5 minutes every time you remove one I gave up.

Asked a friend to give it a try and they see the same so don't think it's anything to do with my rig or setup.

Anyone seen this before and found a way to fix it?

Test.sav

  • Developer

There is a bug, its on my radar but not yet fixed something in this save causes an infinite loop initializing conduit flow (assuming the threads line up it won't quite be infinite as eventually there will be an out of memory exception that sometimes will crash and sometimes will soft recover but leave the conduit system in a dubious state).

  • Developer

Until the fix (which will require more testing before being part of a hotfix or patch) for this is launched, the culprit for the performance problem was branching paths / loops in a single conduit path. The minimalist representation of which (in the save provided the nectar farm at the top left of the map) would be:
image.png

This makes our scheduling algorithm cry which is very mean.

Than analysis makes sense to me. I did not try to really track down the problem, but I noticed a clean flow architecture and bridges or other elements that force flow direction are currently much more needed than before. With them, things still work fine. 

On 1/7/2025 at 11:50 PM, HarryMcCleave said:

There is a related bug that occurs with conduits built on the outer edge of the map, until it is fixed I would recommend not doing that.

Still? I thought that was fixed over a year ago.

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