Klonan

Klonan



26 Oct

Comment

Originally posted by Meta_Boy

piggybacking off this, I'm not sure I understand: Will "Stable 2" and "Stable 3" be the main non-beta branch Steam uses, or will we have to opt into experimental versions at first, and it's just an internal name?

When the current release is deemed stable (probably this Monday), it will be pushed to all players. We are calling this 'Stable 2', since it is the 2nd stable version.

The 'Stable 3' (with the tooltips etc.) will be released as experimental (in a few weeks or so), so you will need to opt-in to get the update, as with all experimentals. Then once we fix all the bugs, we will mark it stable, and it will be pushed to all players.


18 Oct

Comment

Originally posted by Skorpychan

Another day, another bugfix patch?

We wanted to get this fix out before the weekend, so we can (hopefully) mark the release stable next week.

Comment

Originally posted by UberShrew

So out of curiosity how far away are we thinking .18 is? My buddy and I played a lot in .16 I believe but didn’t hop on the .17 train right away due to burnout. I’ve been feeling the itch to play again and didn’t know if I should just do it or wait a bit.

0.18 won't be coming for a long time still, 6 months minimum.

Right now we are doing further releases of 0.17, with new GUIs, optimizations (such as the pathfinding), and other things.

We are only just at the start of this process, and I expect it to last several months.

So saying all this, if you want to play, I would suggest playing on 0.17 stable.

Comment

Originally posted by hapes

I don't do game dev, and I don't do threading (it's all webapp stuff). So, maybe I don't understand something.

One solution that involves threads that I can think of would go something like this (vaguely C#-like syntax):

class biter {

Path path = new Path(currentLoc, targetLoc)

Position currentPosition = new Position(x,y)

private void move() {

if (path != null) {

// Move to first node in path

// delete first node in path

}

}

public class Path {

public Path(Position current, Position target) {

// Create a thread to generate the path

}

}

The biters won't move until the path is generated, and the path will generate on another thread (and theoretically another core). That seems ...

Read more

Putting work across more threads isn't really an optimization, and comes with its own massive constraints and difficulties.

We always prefer to look at single thread optimizations and solutions before considering multi-threading, just like we have done with the pathfinding in this case.

The advantage has a few aspects:

  1. It is a much more flexible domain to work within, we can implement novel and effective solutions that wouldn't be easily possible with a threaded solution.

  2. It benefits not only those with lots of spare cores, but all players. This is also a big benefit to budget server runners, where they may only be allocated 1 or 2 cores of a VPS.

  3. If we ever do end up threading the solution, then the single-thread optimizations are then multiplied.

Comment

Originally posted by OrchidAlloy

I'm excited to see the blood particle optimization and the gray-blue science order in crafting :)

The grey-blue ordering was almost in the release, but we realized there is a problem with just changing the order.

If we just change the order, any labs with science packs already will basically break, as the slots will not be filtered correctly, so for instance, inserters would try to insert more blue, but there is already grey in the blue slot (from before the change).

So we need to write a migration, and something generic I guess, as any mods could come along at any time and change the ordering on us. Its on our TODO list.

Comment

Originally posted by ElVuelteroLoco

Two FFFs since i uploaded my Bobs Angels Madclowns Pyanodons +30 science packs Extreme MomoTweak Timelapse.. If i didn't made it to a FFF with that video i guess i never will.. It was my dream.. to being spotlighted by the devs of my favourtite game in their weakly blog. This guy uploads this video 3 days ago a gets to the FFF.. guess mine wasn't anything special, the biggest factory ever, with 1.1 millon bots and +800 trains.. rip dreams

I'm sorry we let you down

Comment

Originally posted by IdoNisso

I might have missed this point, but is this pathfinding algo running for each biter individually? Is it possible to group a bunch of biters coming from the same chunk and give them all the same route (with minor random variations) to improve the performance further?

The biters are typically put into unit groups, and the group pathfinds while the biters just follow the group


17 Oct

Comment

Originally posted by Wargon2015

This is the first actually annoying bug that I've seen in a long time and you guys already have a plan hours after it was reported.
This is amazing.

Its not really a bug, just the way the engine works.

The blood particles are entities, and the dying animation creates a lot of them: https://gfycat.com/DeficientSadChimpanzee

In the engine, any entity search needs to iterated through all entities on the 'Advanced tile', which is 2x2 tiles.

The fire needs to check each tick (or every few ticks) to see what to damage... so it iterated through all the entities (including thousands of particles).

The biter pathing/collisions needs to iterate through all the entities as they walk through the fire.

So the result is the iteration takes a very long time, because there a bajilions of them: ...

Read more
Comment

We are aware of the problem with flamethrower turrets and UPS drops, it is to do with the blood particles (which are entities).

We have a plan, and the results are already very promising.


16 Oct

Comment

Originally posted by darthn3ss

Should I be seeing this in steam? I haven't seen .70 or .71 so far.

Its still in experimental, so unless you opt-in you won't get the update.

Saying that, we will probably mark it stable relatively soon, so nothing to worry about.

Comment

Originally posted by PE1NUT

I'll try that when I get home - maybe it just doesn't work on Linux. Are you opening them straight from the changelog in-game?

Ah right, in-game changelog! We don't currently have link support in-game

Comment

Originally posted by DropboxKenshiro

Added ability to shift click a research in the technology screen to start that research.

Why this wasn't in game from the beginning?

The game wasn't finished at the beginning, still working on a way to traverse LQG spin foam in just the right way to send a USB drive with the full game back to 2013.

Comment

Originally posted by NuderWorldOrder

Purely out of technical interest, what are "detached characters" mentioned in the last bug fix?

Characters that don't have any player attached to them.

Comment

Originally posted by PE1NUT

Also read them every time they come out. Would be great if all the links to the forum posts in the change notes were clickable, opening in browser.

The links in the changelog are clickable, and you can middle-click the links to open them in a new tab.


11 Oct

Comment

Originally posted by StarP0wer

Does that mean it's possible to spawn >1 spitter on 1 tile to create some sort of spitter explosion?

Comment

Originally posted by hexagonhexagon

Do non-colliding biters increase performance at all? It seems like it would, but I didn't see anything in the FFF mention this at all.

Yes, it increases performance.

Comment

Originally posted by cantab314

Is the biter change going to be put straight in the 0.17 stable branch, or will it stay in experimentals for a while? As your own gifs demonstrate it's given the biters a significant buff and IMHO such a balance change shouldn't be made to the stable branch.

We will release it as experimental, but we don't anticipate taking a long time to mark the release as stable.

Comment

Your graphics card is no problem, but your CPU is pretty old.

If you want better UPS performance, I would recommend upgrading to a modern Ryzen or Intel chip, with some high performance DDR4 RAM


05 Oct

Comment

Originally posted by GoldenShadowGS

I found a bug with this mod.

The repair turret doesn't work on buildings that were already damaged in your inventory when you build them unless they take additional damage.

Nice catch, I will fix it for the next release