Search found 12 matches
- Tue Jun 03, 2014 2:30 am
- Forum: Community Members
- Topic: [Suggestion] Speed up the save process
- Replies: 32
- Views: 2351
Re: [Suggestion] Speed up the save process
As nzjoe87 points out computation time with data structures is never non trivial. Your basically proposing a in-place memory copy of the data structures some times referred to as a deep copy which was the alternative I hinted at in place of making the file format more efficient. Depending on how you...
- Tue Jun 03, 2014 2:22 am
- Forum: Community Members
- Topic: Mantis clean up - you can help too!
- Replies: 371
- Views: 61565
Re: Mantis spring cleaning - you can help too!
More AI chef / food bugs http://bugs.introversion.co.uk/view.php?id=3940 http://bugs.introversion.co.uk/view.php?id=3706 http://bugs.introversion.co.uk/view.php?id=2808 http://bugs.introversion.co.uk/view.php?id=2479 http://bugs.introversion.co.uk/view.php?id=2121 2121, 2479, 2808, 3940 and 3706 are...
- Tue Jun 03, 2014 12:49 am
- Forum: Community Members
- Topic: [Suggestion] Speed up the save process
- Replies: 32
- Views: 2351
Re: [Suggestion] Speed up the save process
I disagree. One of the really nice features of Introversion's games is that the save files can easily be edited by hand without requiring that much technical knowledge <snip> An open, easily edited, plain text save file format is a feature, not a bug. I actually agree that the text save files are a...
- Mon Jun 02, 2014 11:51 pm
- Forum: Community Members
- Topic: [Suggestion] Speed up the save process
- Replies: 32
- Views: 2351
Re: [Suggestion] Speed up the save process
The issue appears to be more serialisation (in memory) then write to disk... The game has to take whatever lovely memory efficient structures that have been developed and convert them into plain text as per below: BEGIN "[i 38]" id 38 TopLeft.x 163 TopLeft.y 80 BottomRight.x 165 BottomRigh...
- Sat Jan 04, 2014 6:18 am
- Forum: Community Members
- Topic: Alpha 16 multiple kitchens?
- Replies: 17
- Views: 1232
Re: Alpha 16 multiple kitchens?
Much of the basic mechanics in terms of ingredients per meal, meals per pot, pots per cooker and pots per serving table are all documented in either the forums or devwiki. Fill rate and balance is TBH trial and error based on number of kitchens, meals, cooks, prisoners, workers and distance between ...
- Fri Jan 03, 2014 3:17 am
- Forum: Community Members
- Topic: Alpha 16 multiple kitchens?
- Replies: 17
- Views: 1232
Re: Alpha 16 multiple kitchens?
So I haven't gotten this far yet with Alpha-16, and was wondering how it worked. I assumed that the number of cookers would dictate the number of cooks working in a kitchen which would dictate the amount of food output of a kitchen. Is that the case from a kitchen food output perspective only? Now ...
- Thu Jan 02, 2014 3:08 pm
- Forum: Community Members
- Topic: Alpha 16 multiple kitchens?
- Replies: 17
- Views: 1232
Re: Alpha 16 multiple kitchens?
RGeezy911 is spot on to get multiple canteens working correctly you need to balance the number of serving tables or the chefs will ship finished food between them and will ship ingredients between kitchens. Multiple kitchens appear to just work in terms of ingredients not being moved between kitchen...
- Tue Dec 31, 2013 8:26 pm
- Forum: Community Members
- Topic: [suggestion] contraband should be forgotten about over time
- Replies: 5
- Views: 229
[suggestion] contraband should be forgotten about over time
Right I've got a prison that has run for 100+ days the current contraband system on choosing "all time" shows contraband from day 1 which TBH has no benefit in deciding how to manage the prison. I'd suggest that any contraband found more than 30 days previously should be forgotten about an...
- Tue Dec 31, 2013 5:22 pm
- Forum: Community Members
- Topic: Super-nerfed workshops
- Replies: 34
- Views: 2233
Re: Super-nerfed workshops
I agree with _alphaBeta_ there is something wrong balance wise at least on the PC / Steam build, 2 license plates sell for $10 or $5 each so the industry isn't generating any profit after costs. http://thumbsnap.com/i/TdbS3G9e.png http://thumbsnap.com/i/MYI1PjSY.png I do however think that workshops...
- Tue Dec 31, 2013 12:51 am
- Forum: Community Members
- Topic: Wood Farms and TREE STUMPS!!!!
- Replies: 9
- Views: 530
Re: Wood Farms and TREE STUMPS!!!!
On the basis that workshops were nerf'd for excess profitability trees really need the same balance wise once a functional wood industry exists. Tree's should IMHO come in via delivery trucks which even at current rates of buy at 100 and sell at 500 would allow a daily profit of 345,600 which was th...
- Mon Dec 30, 2013 9:03 pm
- Forum: Community Members
- Topic: Alpha 16 running worst than Alpha 15
- Replies: 6
- Views: 272
Re: Alpha 16 running worst than Alpha 15
I think from watching my test large prison open that some form of delay load behaviour has been implemented. So that the save initially loads very quickly to the point of displaying the map whilst path finding and area's are calculated in the background. Alpha 15 may have introduced this? but the mo...
- Mon Dec 30, 2013 12:08 am
- Forum: Community Members
- Topic: Riots
- Replies: 21
- Views: 908
Re: Riots
Well, part of the issue is that due to the way combat is handled, once you hit a certain number of inmates actively fighting, even locally outnumbering them 2:1 with guards won't really do anything to stop the mass carnage. <snip> One scenario that I've seen complained about a lot is the tendency t...
