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    • JoeW

      Support Email Error (Zendesk)   08/12/2019

      We are migrating to a new customer support ticketing system (desk.com) and unfortunately while moving over our old tickets the new system (Zendesk) sent an auto reply to "new users". We weren't aware this would happen and so and email was sent out in error. You do not need to create an account and you can ignore the email entirely. You can find more info about this over on our forums here: https://forums.kleientertainment.com/forums/topic/110413-zendesk/ Sorry for the confusion


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About Cilya

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  1. I just bought +16gb of RAM, because the game was constantly crashing with only 16gb. Now, with 32gb, it can runs more than 24hours in a row without crashing !
  2. Did the starmap change ? If it is the case, would it be possible to have a new starmap with an older save ?
  3. I play with a better CPU and a better GPU than yours. Due to other player's tests (replacing all gases with vacuum) it is unlikely that the gas simulation as anything to do with the CPU bottleneck. Moreover, as I said, the FPS are also very low when the game is paused, and no gas/liquid simulation is done.
  4. Strangely, the FPS drops is still huge when the game is paused. The game is perfectly fluid at start, but in my current game, I can't get past 20 images per seconds when the game is paused and barely above 10 otherwise. So it seems that an important part of the problem is not the simulation itself. Does the GUI need to constantly iterate through all the objects ?
  5. So... to make a good ceramic, you need : 60 kg of Fertilizer, 5 kg of Copper 50 kg of Sand 5 kg of Micronutrient fertilizer, 130 kg of Glass, 75 kg of Coal, 80 kg of Clay and 220 kf of Gold amalgam. Bon appétit !
  6. I have a similar problem with the water sieve. It randomly stops working despite all conditions met. Reloading solves the problem. Reconstructing saves the problem as well. But since reloading requires ~10 minutes, I prefer to rebuild. It is also amazing to see what is in storage. Metals, dirt, name it, it is in one of your buildings. I have no idea how it gets there.
  7. If you are talking about removing vertices with degree 2, you are right it's not hard to do. But I wouldn't bet that it is not implemented already.
  8. Classical pathfinding algorithms are not really compatible with shortcuts, as you don't really have a way to prevent the algorithm from re-exploring the path for which you have built a shortcut. That's why the decomposition in components is usefull: once you have your components, you can forbid the algorithm to go inside the components if there is nothing of interest inside, and take the shortcut instead. Anyway, while this discussion is very intersting... are you sure that the pathfinding is not already optimized and that is a bottleneck ? The navigation graph is pretty small (thousands of vertices, or tens of thousands of vertices, unless you have jet suits to go everywhere) and paths are only computed very often so, theoratically, it should not cost that much. Another problem with those heuristics is that they are working for 1-source-1-target pathfinding algorithm. While if you want the priority system to take the distance into account, you are likely to need a 1-source-several-targets algorithms (e.g. Dijkstra algorithm), where you will want to explore the whole graph. I'm really curious about how you can guess what I think only from one question I've asked. And this question is actually extremely practical: how do you "collapse" your graph as you say. Not in an optimal way. Just give me any way, practical engineering or not. If you have one, it will certainly be an (approximate) algorithm to decompose the graph into k-connected components.
  9. Do you know an efficient and simple algorithm to decompose your graph into k-connected components ?
  10. I've been tricked into starting a game in a larger map (x2 width and height, x4 area) by someone on this forum which claimed that the game was fast enough for large maps. Indeed, I've seen huge improvements since the days I started to play ONI. However, the game began to be really slow. Only cycle 825 and 46 dupes, and I don't want to stop growing my colony there. I don't really care playing at 10 fps. If I need to give orders, I can just pause the game and give a lot of orders with a high fps. Most of the time, I do something else while the game try to run the simulation. Here is the real problem for me : AI lags behind. When the game starts to run slow, you see your duplicants doing nothing, just waiting for the processor to compute his next task. The colony starts to be very inefficient. Duplicants can accomplish less and less tasks each cycle, staying idle most of the time. It seems critters are handled last. Actually it's so slowly updated, that critters forget to eat. If I pause the game and leave them the time to think, they will feed themselves when unpausing. This means less production from the critters, and unbalances in input/outputs of the colony. It seems there is a lot of superstition about the game speed. Some people have seen improvements on some situations and deduce a causal relation where there is only a weak correlation. The physics simulation have been blamed, but tests in debug mode have shown no improvements while trying to reproduce the proposed strategies. A small calculation shows that the number of physical computation to do for a whole map is not that big for a computer. The path-computing problem has also been mentioned, with the particular aspect of loops. While it may be true, it is really surprising : loops are a problem for depth first search algorithm, but not for dijkstra/A* algorithms which are only affected by the size of the graph. There are also suspicions about the graphics hardware which should not really have more impact at cycle 800 than at cycle 100. Back in 2017, I used the super slow mode to run the game. It works well to reduce the AI lag. I wonder if it is not buggy though, and if some actions may not be scaled down properly. Anyway, it's really slow. Do you know of ways to have a slow speed, between the one arrow normal speed and the super slow mode ?
  11. Solar panel animations

    Are you sure it is just the animation ? Even if the "wattage" bar is full, the electric circuit report 0 W / 380 W, and the battery load changes seems to match this value. Also, the animation AND the power can be restored by manipulating (destructing/rebuilding) the electrical cables passing through the solar panel.
  12. Very nice ! Back to cooking stations !