Old slow computer! What can I do?
Just play without critters? What else?
Posted Jan 20, 2020, 11:40 AM UTC
Just play without critters? What else?
Posted Jan 20, 2020, 11:40 AM UTC
A lot of the calculations going on that you have control over are based on the number of dupes you have. Try and limit that might help.
And don’t touch jet packs.
SWEEP EVERYTHING, limit the amount of asteroid your dupes can get to..
Its not bound to time, but If you explore more, it will slow down, as more of the map needs to be handeled at every tick. I think mass excivation and sweeping might be your best bet in the long run. And if you like the game, upgrade your pc, new components that can handle the power of ONI.
All the other advice given was good, but one thing: there is a mod for extra small maps that just released recently. I'd suggest you take a look at that. It might help.
Get a faster computer lol. I understand why this advice is fantastically unhelpful, but everyone else has told you everything else I can think of.
ONI has 3 major components that play into the lag (and maybe more?). First is time. Just longer running maps get slow. Second is liquid and gas movement. The more you have moving around constantly, the harder your computer needs to work (this includes in pipes). And the third and biggest one is pathing. Every dupe and critter that can go somewhere gets all their possible paths calculated very often. So sweeping up material, making bulk storage containers hold only one type of material each or using infinite tile storage, locking doors to areas you don't want to go right now, limiting the number of critters and dupes, not using jet suits, tearing down scaffolding when done, and not placing ladders/fire poles in a way that allows constant hopping between will all help.
Are you sure about that? I'd be very surprised if time alone slowed the game at all. It's more likely that time tends to correlate with increasing the other taxing factors. If there's evidence to the contrary though obviously I'd accept it.
I guess I should have specified that in my mind I was thinking of the daily saving for that one, which I've read can be so long on slower computers that people do retire their bases because of it.
As far as general (aka not saving) performance, you're right that it's mostly expansion. However, I've had several sandbox maps that I run into the thousands of cycles and every one ends up getting pretty choppy. And I routinely clean my sandbox maps out, including keeping them in vacuum. The last few have crashed and gotten corrupted after getting choppy as well. But again, like you said, expansion has a larger measurable impact
Interesting. That suggests that stuff isn't getting entirely removed from the game or something. I'd be interested to see if that happens strictly as a function of time (eg. delete the entire map and just let it run for thousands of cycles), or if it's due to the building/destruction that occurs.
My guess is build and destroy. I let it run at super speed for 4 hours testing the magma bug before and didn't notice an FPS drop. The recent ones that have been getting slow and corrupting have been used for massive tests in their history. Stuff like my 200W generation and consumption test of my power grid, power shutoff bug testing with like 60 battery flippers toggling as fast a possible, gas elevators of every shape and size, hundreds of critters in single tiles testing things like solar panels powered by shine bugs, dozens of failed sour gas designs, multiple base templates built and tore down...
Not time per se, but visible area.
Things only start existing for physics when they are almost visible.
it's pretty much the longer it goes on the more things there are to calculate etc. but there is a leak with the per-cycle screenshots I think. you should be able to disable that.