Jump to content

Dupes start taking longer to decide next action in large/long games


Nafei
  • Branch: Live Branch Known Issue

It seems that as the size of constructed objects increase, and the total number of prioritized tasks increases in extremely long games, the duplicants begin to start taking short pauses to decide on what task they should do next.  This pause, starts becoming more noticeable and even deadly as the game continues.  (Example, completing construction under water, or in CO2/Chlorine the duplicant may suffocate before deciding to do its next task).

Don't think it's particularly PC Hardware related.  Other dupes continue to work at normal speed while the individual dupe stands frozen not moving right after finishing a task.  It seems perhaps dupes don't have a time-limit before making decisions?

Hardware Spec for reference:

Intel 6700K OC 4.5Ghz, 32GB RAM, SSD, nVidia Titan Xp.

Research First.sav

DxDiag.txt


Steps to Reproduce
1) Generate a relatively large settlement/base with a number of activities with the same priority level. 2) Queue some work with a higher priority. 3) Note delay after dupe completes work before it determines its next activity. (Attached example save file)



User Feedback


There are no comments to display.



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

×
  • Create New...