[W|0.1.334] FPS drops while harvesting/constructing flooring.

Started by Tommygunner70, January 31, 2014, 01:40:34 PM

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Tommygunner70

Ok my colony has 16 colonists and all of then have max skills on both constructing and growing.

I usually create large rooms (Large being, which out the exterior walls, 9x60 squares). but when I try to put concrete flooring in, doing at all at once, the game stutters like crazy. and drops from my normal average of 60 FPS to about the 8 to 10 range.

harvesting crops from the hydroponics table causes the same issue. granted I have 96 tables total, but its only when the colonists harvest the crops that it lags the game like crazy. planting crops doesn't cause it to lag though.



System specs;
OS: Windows 7 64-bit Ultimate Edition.
Motherboard: Asrock X58 Supercomputer
CPU: Intel I7 930 @ 2.80GHZ (quad core)
Graphics: Nvidia GTX 650OC
Memory: 16 GB

Semmy

Do you have a savegame?

This most likely is caused because your base is so XXXlarge
The only thing necessary for the triumph of evil is for good men to do nothing.
Edmund Burke

Tommygunner70

yeah sure I got a save. Here's the link to it on my dropbox: https://www.dropbox.com/s/phmz1kto6sgti1h/Tommy%20Colony.rim
Honestly though I don't see how a large base is the issue. I never had that problem in version 254b.

I'm starting to suspect that it might be the path-finding and the map redraw. because if I take 12 out of the 16 colonists off the job, the lag stops.

Note on the save; I cheated a bit on there, gave my colonists miniguns because I got tired of the raider attacks, playing it on Randy Random. everything else is legit though.

Semmy

Ow no problem with the cheating. It is your game after all.

And alot was added and changed in the game. So it might not all be optimized atm. Tynan has done alot of optimizing that should be having positive effects in alpha 2.
Altough there is always a chance new stuff might break it (-:

Really really a awsome base my man.
I just wouldnt know how to define this as a bug. This will most likely solve with future changes and optimisations.
The only thing necessary for the triumph of evil is for good men to do nothing.
Edmund Burke

Tynan

96 tables is beyond our target maximum in Alpha 1, so this isn't a game issue (yet).
Tynan Sylvester - @TynanSylvester - Tynan's Blog

harpo99999

tynan, what is the current design limit for hydro tables?
I have been using 6 tables across farming tunnels for a draglength (approx 9 x 40 area) so 60 tables/tunnel and getting stuttering every few seconds with one or more farming tunnels

Tynan

Generally, Alpha 1 isn't meant to support games of over 12-15 colonists. So, however many you could reasonably farm with that number.

Anyway, as I say, this is all an obsolete discussion anyway; the in-progress version of Alpha 2 is already much faster than Alpha 1, and I have more to do.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Tommygunner70

@ Tynan: yeah I figured. but I like to use the surplus food as a primary trade good beside the many weapons I scavenge from the aftermath of a raid, using silver only as a backup. hence me turning my colony into a food production heavy weight.

I have been watching the changelog like a hawk. And I do believe from what I've seen that the game will be able to cope a lot better. not having to redraw the whole map each frame is a definite plus.


Two questions though; when can we start using that Uranium to power our base? and when can we use the medikits we buy from the trader? Right now the only thing I can figure out what to do with the uranium and medikits is stock pile them. (Unless you count that mod that adds practice targets, as it uses Uranium to build.)

Tynan

I don't know when uranium and medkits will actually have uses, I'm afraid.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Tommygunner70

That's fine. Guess once we have a better way of supporting mods, I might just have a look at if I can create a reactor mod or something.