kevork

  • Content count

    20
  • Joined

  • Last visited

Community Reputation

23 Excellent

About kevork

  • Rank
    Junior Member
  1. Your most likely right on this. That saved game did have replay enabled at a lowish resolution (now turned off). Klei might be using the timestamps on each item to generate the replay... I'm only 150 data packs away from being able to get my first gassy moo, So I'm not too keen on starting up a new game with replays disabled.
  2. I am also a programmer of 30+ years. I agree that logging is very useful in finding bugs, however what is being generated & kept in memory and written to save files is IMHO very excessive. It takes CPU time to serialize the data into the save file, in later game cycles the save lag becomes increasingly more noticeable. It also has entries for dupes using almost everything, door access and farm tiles are a few I checked. Here is an example for just one door. I estimate about 60 doors in this base. Here is the start.... And the end.. At roughly 4 lines per entry thats 17000 entries for a single door. Duplicity link... https://robophred.github.io/oni-duplicity/#/raw
  3. I had a look through a late game save file with Duplicity and found that the game logs every use of at least the research station. In this particular game there where almost 5000 timestamped entries for this one station (I had dirt shortages so lots of small limited research jobs). I have not checked other stations such as metal refineries etc, but removing this logging may help reduce the huge save lags and memory requirements in later game cycles.
  4. Thanks for the replies. I'm running the Linux version so the above tool does not work for me (windows only). I am keeping a watch on the toolsnotincluded page for updates to the launch version. Til then playing with the yaml files would be the option.
  5. I love the new world attributes, but it would be great if you could select the attributes you like as a part of a custom game. For example I really like the frozen core and geolocicaly active worlds. It gets boring clicking to get the right combination. Perhaps something like the new initial duplicant selection, you can pick one attribute and the others can be random.
  6. See "Artifacts" on attached image. Variable names are displayed on undiscovered artifacts, possibly instead of ???????. Build 311032
  7. I'll definitely do that on the next build along with a chilled reservoir for "rush hour". The bug still stands that the sensor doesn't register temperature at random times. Even on the save file, it started working again about 15 cycles later.
  8. Liquid pipe thermo sensors stop giving meaningful readings, always reading 0 Kelvin with water inside. Quiting and reloading the game does not fix the readings. Prosperous Fart.sav
  9. Visual Bug in Expressive Update

    280243 has fixed the main menu graphics problem
  10. Visual Bug in Expressive Update

    Problem persists with Gnome, Cinnamon and icewm desktops. Graphics problem was NOT present in Cosmic update.
  11. Visual Bug in Expressive Update

    I had a look at boronar's play.log and we are both using 1920x1200 displays. So I tested the game at different resolutions. all resolutions in windowed mode have relatively minor glitching in the bottom quarter of the display. All lower resolutions in full screen mode are glitch free. These resolutions in full screen mode produce severe glitching. 1920x1080 , 1600x1200 , 1920x1200. I observed that changing to any of the 3 glitchy resolutions does NOT change the positioning or scale of the controls. They all appear to set the screen to 1920x1200. Are you providing a fixed size array for display capabilities for the gl context?, as the 3 glitchy resolutions are the last 3 on the resolution menu. In my case there are 21 resolutions to choose from. Edit: Also if you select either 1920x1080 or 1600x1200 resolution, confirming that the selected res has a check make next to it, then if you try to select 1920x1200 the game will NOT let you apply that selection, the same as if you tried to apply an unchanged resolution. you can apply changes from 1920x1200 to 1920x1080 or 1600x1200 but nothing happens on screen.
  12. Visual Bug in Expressive Update

    I tried the NVidia blob 396.45. Same problems. Attached are the player log files for both nvidia 390 and 396 binary drivers. The previous version of the game did not exhibit the problem. NV390.Player.log NV394.Player.log
  13. Visual Bug in Expressive Update

    Attached a screencap showing the dialog box visual glitch
  14. Visual Bug in Expressive Update

    I have the same issue. With some additional details. Ubuntu 18.04 with cinnamon desktop. Nvidia drivers 390.48 Graphics glitching also appears on the load game dialog box. With text unreadable. Glitching is most apparent on the welcome splash and main menu. Game play is unaffected. Glitching dissapears on main menu when the game is in the background. for example when firefox is the front most window, the glitching is gone , even on the main menu. The same happens when the load game dialog is opened. the glitching on the main menu almost entirely dissapears, while the load game dialog is heavily glitched. 2 screencaps showing mild glitching attached. choose files... Click to choose files