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Game now plays much more stably with the new fixes

Discussion in 'Clockwork Empires General' started by mailersmate, Aug 15, 2015.

  1. mailersmate

    mailersmate Member

    Hey

    Just thought I'd note that the colonist behaviour fixes that came in the most recent patch have significantly improved the playability of the game. I have a colony started in the new stable branch which is at 29 days and hovering at 30 or so population, which has in total produced 1 bug that got hotfixed away and 1 millita man who somehow became immortal.

    The game is definitely going in the right direction :)
     
  2. Nicholas

    Nicholas Technology Director Staff Member

    Thank you! I'm trying to get a bunch of these long standing issues down. I may tackle the exploding buildings this month.
    As always, feel free to tell your friends :)
     
  3. Tikigod

    Tikigod Member

    The game is now much more stable in terms of performance and reduction in crashes.

    Though in the last 2 major revisions or so some of the longer stable behaviours have since gone a bit tits up again. Hauling, butchering, and module placement to name 3 things that have taken a turn for the worse as far as stable behaviour goes.

    But it is good to see longer sessions are now much more reliable.

    Any word on the bug where if you demolish a workshop with a workcrew assigned to it, that workcrew remains locked into that assignment even after the building is no more, so they can't be assigned to any other workshops as the drop down list automatically filters out groups that already have a assignment??
     
  4. I think my biggest foe at the moment is the Forest Meat. So much so that I do my level best to eliminate using meat whatsoever as soon as I possibly can when starting a colony. (Edit to add: And the fact that meat, Forest or not, doesn't get hauled anymore.)
     
  5. Tikigod

    Tikigod Member

    From another thread:

    It's annoying, but it's something that you can still work around to get working most of the time.
     
  6. I'll have to try that. I wonder if it works for the gifts the fishpeople drop off as well....this bears investigation.
     
  7. Tikigod

    Tikigod Member

    Works with all sorts of items I've found.
     
    PartTimeVillain likes this.
  8. Indeed! And I'm so relieved that it works that it isn't even annoying me to do it.
     
  9. Mikel

    Mikel Waiting On Paperwork From The Ministry. Forever.

    I can see it also being a useful tool for pushing colonists to collect distant items by putting a forbid on closer things... like logs from a huge clear-cutting action.
     
  10. Nicholas

    Nicholas Technology Director Staff Member

    OC-3834: "butchered meat is not automatically claimed, but is also not labelled as forbidden." (You're exactly right here: we need to set a claimed owner, or set that it is forbidden; right now, a lot of it is seemingly not claimed and not forbidden, so you need to claim it. I'll start cleaning this up - where else does this happen?)
     
  11. Tikigod

    Tikigod Member

    It appears to also happen with fishpeople gifts, they get dropped off on the ground at the colony and then colonists proceed to ignore the goods (If cubes of unknown flesh can be classified as 'goods').

    Haven't tried the forbid -> Reclaim work around for fishpeople gifts in R42 yet to see if works for those goods too.
     
  12. Nicholas

    Nicholas Technology Director Staff Member

    I've made some fixes to the stockpile code for REV 42A. In particular, stockpiles going forward now obey this logic:

    1. For each stockpile in the game, check if there is something in the stockpile which doesn't belong there. If so, move it out.
    2. If two objects in the stockpile can be consolidated into an equivalent stack, consolidate them.
    3. If a stockpile square is empty, put something in it (the closest thing) that obeys the filters.
    4. [Existing logic.]

    This seems like the right order of operations for me; it should always ensure that stockpiles look like what you want them to look like. We'll see what happens.

    Also fixing forbidding/claiming bugs.
     
  13. Rentahamster

    Rentahamster Member

    That sounds cool.

    What about foraging colonists whose job transitions from "foraging" to "return to civilization", and don't bother to bring anything back to town even though they're going back anyway?
     
  14. Tikigod

    Tikigod Member

    Ohhh the 4 laws of stockbotics! I like. (Though really, should have started with 0! :D)

    #1 (#0) sounds like a good change, though "Move it out" where exactly? To the nearest stockpile that allows it? And if there is no such stockpile, where would it go?

    Kind of hoping it won't just result in colonists picking up goods from a stockpile dumping it on some random patch of ground on top of 20 other 'moved out' items and then another colonist going "Ohhh! I can walk 20 miles to this item and then haul it 30 miles to the single stockpile in the colony that allows it!". As that would be such a huge additional bottleneck for getting goods where they need to be.

    #2 (#1) especially will be a huge game changer in terms of the structure of colonies. Though the wording makes it sound like it won't apply to cases of stacks of unequal size being consolidated into one single stack?
     
  15. Mikel

    Mikel Waiting On Paperwork From The Ministry. Forever.

    It is the colony managers job to ensure adequate stockpiles. I am giddy with excitement about the stack consolidation change.
     
  16. How about obeliskian servitor stockpile workers with Quaggaroth overseers managing the stacking? Those tentacles would sure help organize/consolidate the current stockpile mess. Servitor3small.jpg
     
  17. Mikel

    Mikel Waiting On Paperwork From The Ministry. Forever.

    As those are purely figments of a deranged imagination, I don't quite see them doing much good at all. Now drink your sulfur tonic.
     
  18. Nicholas

    Nicholas Technology Director Staff Member

    Colonists will move goods out of a stockpile into (in order of preference)

    - a container in another stockpile with a correct filter, or an item in another stockpile with a correct filter
    - a stockpile with a correct filter
    - another container outside of a stockpile
    - the ground just outside the stockpile
     
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  19. Tikigod

    Tikigod Member

    Sounds like a good way to order it. Especially with looking for another stack or container to add it to before just dumping it anyway.

    Definitely a improvement from current behaviour.

    Out of curiosity, is the use of the word 'container' a sign that alongside these changes actual containers may make an appearance? Or is it just a generic term used to refer to anything that involves stacking multiple units into a single object within a single tile?
     
  20. Nicholas

    Nicholas Technology Director Staff Member

    Container just refers to anything containing multiple things in the codebase. So a stack is a container of one type of thing.