We support it, its $100 a year or so, so as long as 4 or 5 people buy it for Mac, it pays for itself.
We support it, its $100 a year or so, so as long as 4 or 5 people buy it for Mac, it pays for itself.
Read moreSpecifically if there is no update happening, the content on screen would not change. Therefore it makes no sense to render more frames than updates.
I disagree, the UI gets super hard to use when UPS is poor because these are tied together.
There are numerous UI elements and interactions which have precisely zero effect on game state, which don't need to be slowed when UPS is poor.
Specifically, anything where the user expects graphical changes but hasn't selected a game-changing action yet; eg finding the correct spot for a blueprint, selecting items to hand-craft, moving windows around, naming entities, typing messages in chat, scrolling/zooming the map, etc.
Solving these problems might require a higher level of replication abstraction for multiplayer to work - no-one can see you selecting and moving a blueprint, they only see when you place it. so why is selecting/moving tied to UPS when those actions haven't...
We had some discussion internally before, about the idea of decoupling GUI frame rate from the uodate logic.
And it is still a nice idea, but priorities are as they are, and UPS problems realistically only affect a small number of players
And the in-game recipe is loosely base on the Bergius process.
Can you do the rail system next? I have a large-ish rail network (large in size, not in complexity), and when I deconstruct some chunk of it, the UPS tanks like crazy. I get that there are probably a ton of precomputed data which need to be updated, but the same thing happens when I deconstruct rail segments that are not connected to the big network at all.
I am sure if you send Rseding a save file he will take a look
Awesome work! Is the particle system rework released already, or will it be delayed to 0.18?
It will be for 0.18
Since they basically dont effect anything in the main game loop, and now have their own chuck of memory, can updating them go on a separate thread, or would the overhead not be worth the savings in CPU?
They can effect the main game loop, as they can create effects, smoke, other entities, and anything else that is possible through the 'Trigger system'.
I.E. they are not visual only.
Hopefully on very high biter MP maps we will no longer be forced to turn off blood via a mod :)
As the extra load will be low enough players can absorb it without hitting jumps.
That is the goal :)
I didn't see a Scenarios folder in roaming, but I found the one in Steam and deleted it. I verified the files, so it redownloaded the files, but I'm still having the issue. I also uninstalled the game through steam and reinstalled and still have the problem.
Can you send me your save game? I think you will need to clear the control.lua from inside of it
Steam still hasn't updated to .78 yet here. A shame, because the server I was playing on already updated :o
Should be fixed now, thanks for the notice
Is anyone else getting constant desyncs in multiplayer as of 17.77? And anyone know if I can downgrade a map from 17.77 to 17.76 for this reason?
Do you have any desync reports to share?
EDIT: We managed to identify a problem, will fix it tomorrow, would advise against playing with biters on this release
Its on the TODO list
I wonder if the pathfinding is time limited or what limits it. Determinism makes this a tricky question.
They are limited by number of pathfinding steps the pathfinder can perform each tick
Are your video drivers up to date?
Hmm, i'll take a look at it, maybe we could do some tweaking
Isn't klonan experimenting with batch building with his construction drones mod?
Thats just silly mod fun, no concern over performance there
Does batch building also work with deconstruction?
Nope
I wonder if they're going add support for my Corsair k70's RGB 🤔
We were in talks with Corsair about adding their RGB support to the game.
However due to the way their software works (which is different to Razer and Logitech), it was much more difficult to add their RGB to the game, so we decided not to do it.
It looks like the completion bar hasn't been fixed on the new design. Is it an oversight?
Theres actually a secret hidden meaning behind it that nobody has figured out yet.
You can convert your save game to a scenario, and then start that scenario with replay enabled.