Developer Ipsquiggle Posted November 22, 2018 Author Developer Share Posted November 22, 2018 57 minutes ago, RailgunD said: I know someone mentioned a problem with rockets coming back with missing parts, my issue may be connected with that I'm not sure. My current game always crashes upon my rocket returning. I've read that can be solved by returning to a save point where you had not loaded while the rocket was away. Does this update fix my issue? And do you still need to avoid loading while the rocket is away? Hopefully we can fix it so you don't have to avoid anything! If you get a crash, please post a bug report and include your save from before the crash and we'll see if we can solve it for you. 3 Link to comment Share on other sites More sharing options...
Alpe12 Posted November 22, 2018 Share Posted November 22, 2018 @Ipsquiggle A way to do this would be appreciated. (without having to resort to "dirty ways" of doing it like the one I use) Adding an option to doors to allow (or not) Exo/Jet to go though it would be one way. Link to comment Share on other sites More sharing options...
Azunai333 Posted November 22, 2018 Share Posted November 22, 2018 Back in August I posted three bugs for the debug mode tools. They still happen in the testing branch if you want to copy or delete a machine you build and tested in debug mode. Is there there a possibility that this will be fixed, too? 1 Link to comment Share on other sites More sharing options...
KnightE4 Posted November 22, 2018 Share Posted November 22, 2018 This is why I love Klei, they stop giving us content and instead give us a massive update in quality of life  1 Link to comment Share on other sites More sharing options...
ScottyNitro17 Posted November 22, 2018 Share Posted November 22, 2018 I'm on a 1756 cycle file, 2 Rockets - Crashes on load Backup cycle 1156, 1 rocket - Crashes on load backup cycle 974, 0 rocket - Fine My guess being something rocket related but likely from my 2 dupes are trapped in there and deconstructing out of this test patch will crash, If I do magically deconstruct it without a crash, The dupe is gone, Permanently so I'm guessing that is what my crash is related to....Or just my rockets Also I'm aware it's a preview but the lag is terrible......Then again my 1756 file is 8 fps while in normal speed and that's with a 1070 clocked and I7 6700K, 8GB DDR4 3333mhz RAM......I really hope this QoL sorts it all once released, I hold very high hopes so I can enjoy the game without being so laggy that dupes will stop talking a movement then being sent back and will loop till a frame that doesn't lag and they'll move forward.....then lag loop xD It's a mess in my world. Link to comment Share on other sites More sharing options...
strideknight Posted November 22, 2018 Share Posted November 22, 2018 Am I missing where the pedestals are? Can someone point them out or are they not in yet? Link to comment Share on other sites More sharing options...
Azunai333 Posted November 22, 2018 Share Posted November 22, 2018 1 minute ago, strideknight said: Am I missing where the pedestals are? Can someone point them out or are they not in yet?  Link to comment Share on other sites More sharing options...
dallion Posted November 23, 2018 Share Posted November 23, 2018 What!? Â Â MULTITHREADED!!!!!!!!!!!!!!!! Â 1 1 Link to comment Share on other sites More sharing options...
babba Posted November 23, 2018 Share Posted November 23, 2018 (edited) +1 for heading for official modding support "...but we're starting to make changes with modding in mind." +1 for heading for multi core support "...Flow of gasses/liquids in pipes is now multithreaded for improved CPU usage..." Edited November 23, 2018 by babba 2 Link to comment Share on other sites More sharing options...
Developer Ipsquiggle Posted November 23, 2018 Author Developer Share Posted November 23, 2018 42 minutes ago, ScottyNitro17 said: I'm on a 1756 cycle file, 2 Rockets - Crashes on load Backup cycle 1156, 1 rocket - Crashes on load backup cycle 974, 0 rocket - Fine If you could post your crashing save files in the bug tracker that would help us resolve the issue. 1 Link to comment Share on other sites More sharing options...
Tenshi Kirai Posted November 23, 2018 Share Posted November 23, 2018 Â Could you say more? about MULTITHREADED, Â 2 Link to comment Share on other sites More sharing options...
babba Posted November 23, 2018 Share Posted November 23, 2018 (edited) If someone can test this with a thousand flowing pipe pieces, diversions and automation and let us know about your findings ? Im currently playing something else. It would be interesting if "only" a 2nd core is used or if ONI tries to get all the cores available. So a 10x size map with a trillion piping,diversions & pipe automation would be good. If nobody does it, maybe I find time next weekend. Someone would need to do it with the right core load info tools, not thats its just Windows or some other OS cycling through cores to keep each core temp down... Thank you "...Flow of gasses/liquids in pipes is now multithreaded for improved CPU usage..." Core Fetish Edited November 23, 2018 by babba 1 Link to comment Share on other sites More sharing options...
Developer Ipsquiggle Posted November 23, 2018 Author Developer Share Posted November 23, 2018 I'd just like to be clear about the multithreading stuff: Some of the heavy systems in this game multithread very poorly and will likely never be split out; in addition there are some systems where multithreading overhead is unreasonable for systems with fewer cores. This is one system we've found so far (gasses and liquids in pipes specifically) that seems get a strong win from multithreading, and we hope we can find more, but it's very case-by-case. 11 4 1 Link to comment Share on other sites More sharing options...
babba Posted November 23, 2018 Share Posted November 23, 2018 (edited) Thank you very much, Ipsquiggle. Other things which players struggle with in terms of the FPS is the games dupe/critters pathfinding and that each simulated tile is taking too much cpu load. Please also allow smaller map size generation in the games menu for slow systems. So something like 20% size, 50% size, 100%, 200% as a setting in the map generator screen. 20% size will make it possible for much more slow notebooks to play the game. Edited November 23, 2018 by babba 1 1 Link to comment Share on other sites More sharing options...
FIXBUGFIXBUGFIX Posted November 23, 2018 Share Posted November 23, 2018 @IpsquiggleAny chance to fix density? Now we are using Molar Mass as liquid's density. But actually we should use Max Mass. It will bring a really huge change to game. And if we continue to delay, the impact will become bigger and bigger when we decide to use the correct density. 1 Link to comment Share on other sites More sharing options...
Gurgel Posted November 23, 2018 Share Posted November 23, 2018 (edited) The "journal" seems to be missing. You know, the DB entry where you got the subjective observations of the "player". Just killed a dupe as a this-game-first to check, and no message. Possibly this is only hidden or the like or needs a reset to work.... Edited November 23, 2018 by Gurgel Link to comment Share on other sites More sharing options...
Iriswaters Posted November 23, 2018 Share Posted November 23, 2018 Hmm.  I tried an existing save with this and it is suddenly Slllllllooooooooowwwww.  Just really dreadfully slow.  And having AI issues all over the place.  Dupes failing to do jobs, going idle, etc. Link to comment Share on other sites More sharing options...
calecaz Posted November 23, 2018 Share Posted November 23, 2018 Ah, Love the new music. that one is super chill. 2 Link to comment Share on other sites More sharing options...
babba Posted November 23, 2018 Share Posted November 23, 2018 (edited) 3 hours ago, dallion said: What!? MULTITHREADED!!!!! ONI running on multiple cores? Proof of Concept ( VW Core2Duo ) Edited November 23, 2018 by babba Link to comment Share on other sites More sharing options...
calecaz Posted November 23, 2018 Share Posted November 23, 2018 BUILDING LACKS RESOURCES ({sound effect} POP ... POP.... POP... POP... POP... POP... POP... ∞ )  This happens when I Q up more liceloaf than i have mat'l for. Link to comment Share on other sites More sharing options...
Iriswaters Posted November 23, 2018 Share Posted November 23, 2018 (edited) If I queue up orders that I don't have materials for, and then later get materials, the building doesn't register them.  I have to unqueue and requeue the orders. Also dupes getting caught in infinite loops attempting to supply microbe musher. Dropping water over and over. Also dropping meal lice over and over.  Something seems to be causing the work orders to stutter, to start and stop over and over and over.  I think this also causes really bad lag on later maps.  Edited November 23, 2018 by Iriswaters Link to comment Share on other sites More sharing options...
dallion Posted November 23, 2018 Share Posted November 23, 2018 5 hours ago, Ipsquiggle said: I'd just like to be clear about the multithreading stuff: Some of the heavy systems in this game multithread very poorly and will likely never be split out; in addition there are some systems where multithreading overhead is unreasonable for systems with fewer cores. This is one system we've found so far (gasses and liquids in pipes specifically) that seems get a strong win from multithreading, and we hope we can find more, but it's very case-by-case. I think to improve qol will make the game more interesting but improve performance will impact whether it is playable.  thanks for all your efforts.  Link to comment Share on other sites More sharing options...
Alfons100 Posted November 23, 2018 Share Posted November 23, 2018 The three new ambient musics are very Factorio esque.. love it 9 hours ago, skyzevs said: And so it was 19 FPS, put the patch, now 8 .... Old saves being laggy in previews is something that isn't news. The devs missed an oppurtunity to call this 'Not-so Spring Cleaning upgrade Mk1' Link to comment Share on other sites More sharing options...
Technoincubus Posted November 23, 2018 Share Posted November 23, 2018 (edited) I still ask to rework selection UI and massive wasted space, given now we'll have to hover mouse cursor over to see about egg. And that eggs are easily distingushable to anyone who plays the game more than 1 hour. UI could use space more effectively Edited November 23, 2018 by Technoincubus 1 Link to comment Share on other sites More sharing options...
Calvin Valerian Posted November 23, 2018 Share Posted November 23, 2018 Beware... Quote Regarding performance, the Testing branch has additional debugging tools enabled to help us track down crashes. This makes the game run more slowly than the live version of the game. Link to comment Share on other sites More sharing options...
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