KittenIsAGeek

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About KittenIsAGeek

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  1. In the case of the OP, the rails weren't too long. Food was only losing 2 to 4% before getting into cold storage. However, yes, it is important to pay attention to the path your food takes so that it doesn't take too long to get there (and doesn't pass through polluted oxygen, etc).
  2. Did you build using Sandbox or was it built by a dupe?
  3. Yes, I do this as well. I can get a lot closer to the freezing point of my coolant without causing problems. with my piping. Generally I run the output of the AT directly into the buffer tank, and the output from the buffer tank goes to whatever I need cooled before returning through the AT. The build you pictured is close to what I do, except that I put the thermal sensor one pipe segment before the AT. Either way works.
  4. Loaded up your game and targeted a ration box with all different kinds of food in it and watched for several cycles. The food isn't decaying while in the sterile environment. The decay is happening before delivery. Specifically, the lettuce is shipped from the furthest away. More than half of its trip is at high temperature, so it doesn't start cooling down until almost at its destination. This really isn't much of a problem most of the time, as it appears lettuce arrives at about 97% fresh. As far as I can tell, all the boxes on the left side of your cold hydrogen room hold Lettuce at 97% fresh. So your sterile environment is working, as those boxes have likely been full for many, many cycles. Now, the problem of the peppernut, since that is what your OP is about. First, they are shipped on the same rails as the lettuce -- which isn't really a problem, I'm mostly mentioning it to show the path it takes is the same as lettuce. Most of your peppers appear to reach the sterile gas and refrigeration at around 98% to 97% fresh. However, two of the Pincha Pepperplants are not in range of your sweepers. This means they wait on dupe activity to get moved to the cold environment. Again, this isn't normally a problem -- however depending on timing, they could sit there for a lot longer before getting moved. This gives the appearance that your Pinchas are decaying, because they don't have a uniform "freshness" in your refrigerated area. As far as I can tell (my computer only ran your map for a couple of cycles before running out of memory and crashing), none of the food you have stored in your sterile gas refrigerated area is decaying. At all. Everything in there appears to be staying at the same freshness. The decay is happening before the food arrives in refrigeration.
  5. Can you post your save file? Its really weird that you have stuff decaying in sterile conditions.
  6. I'm curious to see if that's the case. Are the number of elements drawn the same between fully zoomed in and fully zoomed out using screenshot mode? Are we really rendering elements on the entire map? I can't really tell, since my GPU is so incredibly under-utilized by ONI that it often sits around and ponders the meaning of its own existence. I do know that revealing the entire map with debug does result in a CPU performance hit. It doesn't change my GPU load any that I can tell. Does that mean that an unrevealed map still has draw calls to everything even though they aren't visible? I've built CPUs. I know what the hardware at that level does, and I know their points of failure. I know that ONI's thermal engine pushes up against the limits of an x86-type CPU because of how data retrieval from memory works. I can theorize how to reduce the problem, then I can go into my game, implement the changes, and immediately see results. Through direct experimentation, I've become convinced that this is the root of the problem. I haven't worked as much with GPUs, so all I can go off of is what I observe using the statistics that my computer will show me. This isn't nearly as much information as I would like, and any test I can think of doesn't result in any changes I can track. This suggests that either my tests are faulty, or the data I'm getting about my GPU is irrelevant to the problem. Maybe I'm way off-base and don't have a clue what I'm talking about and it IS the draw calls -- I don't have a way of determining that with the tools I have. However, I do know how CPUs work. I do know how to construct tests to operate the CPU in a manner similar to what I suspect goes on in ONI's thermal engine. I do know that the results I get agree with my hypothesis -- so I'm inclined to suspect that I am right. Anyway. I'm done with this topic. Its starting to feel like I'm banging my head against a brick wall.
  7. If the lag is caused by draw calls, then players with 1000+ cycle bases suffering lag would see a dramatic improvement if they lowered their graphics resolution. Smaller screen area, fewer draw calls. Unfortunately, they do not. The graphics engine is not the root of the problem. Yes. This. Because it isn't simply crunching a number, its pulling from lots of related nearby data that is continually evolving. This is likely causing a bottleneck between the CPU and the RAM simply because of the amount of data that has to be transferred.
  8. There should be no decay in vacuum. Are you using some mods that may be affecting food decay rates? Because, really, you can put food in CO2 or Chlorine at any temperature and it won't spoil. Ever. Or you can put food at frozen temperatures and it won't spoil. If you're doing both and its still spoiling, then something isn't right.
  9. Apparently I'm the only one content to play the game as it currently stands. I'm certain to enjoy new content, but there's absolutely nothing wrong with the current state of the game. I'm still playing several times a week. I think Klei have done a great job making an enjoyable game. Keep up the good work, Klei!
  10. If your pincha peppernuts are spoiling, then they aren't sterile or refrigerated. Check your gas overlay. If there is oxygen or polluted oxygen near your peppernuts, they will spoil. Also check the temperature of the nuts themselves. The floor may be cold, but pinchas grow in a hot biome.
  11. I'm not saying to "power the boiler with the crude you extract." I'm saying that you can shuffle heat around your base until you have it in a useful form. For example, your smelter produces a LOT of heat. You _could_ pipe the output through an aquatuner cooled by a steam turbine.. or you could use the heat to boil crude into petrol. I'm also not saying that you can build a 10kg/s crude to NG boiler using entirely passive means -- though that would be awesome. I'm just saying that you don't have to dump your heat into a steam turbine, and you don't have to use an aquatuner. They are the simple answer, and they do pair well, but I've had entire colonies that never used either one at any point. Slight amendment: The Steam Turbine is the only device that turns heat directly into power. You can turn heat into power in a number of different ways, you just need a couple more steps.
  12. I disagree. You can turn heat into power in a number of different methods. For example, boiling crude into petrol turns heat into fuel for a generator. You can build one using counter-current heat exchangers and zero ATs or Steam Turbines. Will ATs and Steam Turbines make it easier? Most definitely. But they aren't a requirement in the process.
  13. This here is the root of the misunderstanding on this thread. Network development is a very different beast from a physics simulation. For a network, you are transferring a payload across a network. You have to deal with the size of your packet's frame and the other traffic on the network. Latency is orders of magnitude greater than anything between the CPU and RAM will have, and it is going to depend a lot on hardware in the middle, so a small improvement in your transfer rates will show a huge performance improvement. Data transfer between CPU and RAM doesn't happen this way. Instead, the CPU says "I want the data at this address." Then the RAM says, "OK, here you go." Nothing is put into frames, and there's no dealing with other traffic. The maximum rate you can transfer any data is limited by the speed and bandwidth of the RAM. It is, incidentally, the same rate ANY data is transferred between the CPU and RAM. The reason L1 and L2 caches were instituted was because newer CPUs operate far faster than data can be moved from RAM. In an average program, smart parts of the CPU predict ahead of time what memory is likely going to be needed and will move it into place. This works great most of the time, but there are some particular points of failure. The point of failure that ONI runs into is that so much of the memory needs to be analyzed, the pre-fetch can't have the next set of data ready ahead of time. Lets see if I can simplify this... OK, you're writing a report and you need to reference parts of a book. Ahead of time you open up the book and put sticky notes on the pages that have the data you're going to be using. Then when you're writing the report, you simply flip to the next tab. Works great. Now.. what if you're translating the book into another language? You can't just put tabs ahead of time on pages, because you're going to be using every single page. This is what is happening with ONI.