Search found 12 matches

by b0rk
Tue Jun 03, 2014 2:30 am
Forum: Community Members
Topic: [Suggestion] Speed up the save process
Replies: 32
Views: 492

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...
by b0rk
Tue Jun 03, 2014 2:22 am
Forum: Community Members
Topic: Mantis clean up - you can help too!
Replies: 371
Views: 24542

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...
by b0rk
Tue Jun 03, 2014 12:49 am
Forum: Community Members
Topic: [Suggestion] Speed up the save process
Replies: 32
Views: 492

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...
by b0rk
Mon Jun 02, 2014 11:51 pm
Forum: Community Members
Topic: [Suggestion] Speed up the save process
Replies: 32
Views: 492

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...
by b0rk
Sat Jan 04, 2014 6:18 am
Forum: Community Members
Topic: Alpha 16 multiple kitchens?
Replies: 17
Views: 531

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 ...
by b0rk
Fri Jan 03, 2014 3:17 am
Forum: Community Members
Topic: Alpha 16 multiple kitchens?
Replies: 17
Views: 531

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 ...
by b0rk
Thu Jan 02, 2014 3:08 pm
Forum: Community Members
Topic: Alpha 16 multiple kitchens?
Replies: 17
Views: 531

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...
by b0rk
Tue Dec 31, 2013 8:26 pm
Forum: Community Members
Topic: [suggestion] contraband should be forgotten about over time
Replies: 5
Views: 138

[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...
by b0rk
Tue Dec 31, 2013 5:22 pm
Forum: Community Members
Topic: Super-nerfed workshops
Replies: 34
Views: 1259

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...
by b0rk
Tue Dec 31, 2013 12:51 am
Forum: Community Members
Topic: Wood Farms and TREE STUMPS!!!!
Replies: 9
Views: 354

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...
by b0rk
Mon Dec 30, 2013 9:03 pm
Forum: Community Members
Topic: Alpha 16 running worst than Alpha 15
Replies: 6
Views: 138

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...
by b0rk
Mon Dec 30, 2013 12:08 am
Forum: Community Members
Topic: Riots
Replies: 21
Views: 536

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...

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