#[0.0.6] Persisting desync in spacebelts and beltcatchers

34 messages Β· Page 1 of 1 (latest)

wraith jacinth
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I figured to make an entirely new segment here, but the old bug from 0.0.3 (and lower) still consists, and this time it is across all of the belts I just newly placed. As always, the bug seems to fix itself after a reload, but even so it sometimes does still happen where one shape isn't in sync, and after a while of playtime it completely goes off the rail again. The two videos attached should show just how bad it really becomes after a little while.

The ONLY way I have found a semi-reliable way to replicate it is to delete the larger amounts of belt I have directly attached to spacebelts, but only after at least 5 minutes of playing. Another video should be attached of me getting it again after ctrl+z a certain set of spacebelts to try and replicate it

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Forgive the stuttering that's just my PC lol

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And it is specifically these spacebelts/station combo that I delete and ctrl+z again to try and replicate the bug

bright tulip
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I think it is caused by copy / pasting large structures at once maybe

wraith jacinth
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That is indeed a plausible cause, my PC does struggle a bit. However, I'd argue that even if there's at least one hampering of the game, it should fix itself eventually which it doesn't

bright tulip
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yeah I mean we have a known internal issue with the way we cluster the simulations

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however the fix is not trivial and a bit risky, so we are waiting post the release

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how severe / gameplay impacting would you describe it?

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as in, how bad would it be not having it on release day but 1-2 weeks after?

wraith jacinth
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I looked back at the videos and didn't realize how stuttery it actually was, but from some of the frames you can see that there are genuinely 1 or 2 shapez per belt missing, which could essentially mean only 75% efficiency of a full saturated belt, which is quite a significant hit I'd argue πŸ€”

For me personally, it's definitely a bug in the category of "this is why I do not want to use spacebelts", which is up to you as the Dev to decide how severe that is

bright tulip
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I could reproduce it, and from my tests it goes down to around 70% efficiency

wraith jacinth
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Oh! That is actually a big step forward, because last time around we had difficulty reproducing it

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It's not all in my head at least :P

marsh pilotBOT
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πŸš‘ Your bug report has been verified and is now in the triage phase. We're working to reproduce and fix it.

bright tulip
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So we managed to reproduce it, but very inconsistently and we still don't know exactly what causes it. So whenever you gain more insights or manage to reproduce it with a given reproduction steps, be sure to share it!

wraith jacinth
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Understood! It is also been very annoying for me to replicate because it only appears every once in a while, but when it does the reduced efficiency is just annoying. I'll see if I can find a way to replicate it better other than deleting/copy pasting large sections of spacebelts

opal gorge
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Not sure if this has been reported but this just happened to me after a scheduled autosave. My game freezes up for a second when it autosaves and when it starts running again the space belts are desynced.

bright tulip
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interesting, maybe it is caused by spikes in frame time?

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that would explain why we had such a hard time reproducing it

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we'll be continuing to look into this, so please post any information / insights you gain about this here πŸ™‚

wraith jacinth
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That could definitely cause it actually! Because on my system whenever I paste something it does hamper ever so slightly, and then it continues to hamper like that until I replace the belt (and the entire belt "resets" itself)

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My PC system isn't the strongest with "just" a GTX 1080 and Ryzen 5 5600x, so it's very possible that the PC's of the devs are a lot more powerful and thus that issue doesn't so easily occur

bright tulip
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At least thats an angle we can explore now, especially this would also explain why it was reoccuring every 5 minutes because thats the autosave interval πŸ˜„

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If you have it reoccurring at any point, could you try setting the autosave interval higher (be sure to reset it afterwards) and see if that makes it run 'fine' for longer?

wicked light
bright tulip
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fix is of course planned! πŸ™‚ Hopefully we can get it in with the first patch

marsh pilotBOT
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πŸŽ‰ Your bug report is currently in progress. It's being addressed and worked on.

marsh pilotBOT
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πŸš‘ Your bug report has been verified and is now in the triage phase. We're working to reproduce and fix it.

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πŸ•’ The bug you reported has been fixed and is currently in the final testing phase before being released in the next update! Thank you for helping us improve our game.

pallid harbor
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I haven't checked the full thread but experienced this today. If it helps I have a theory that the error begins when there is an uneven bottle neck in the chain that is later freed up. I think the earlier stages have gotten 'into a rhythm' and do not adjust to the free flow occuring later in the chain.

bright tulip
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Fixed in 0.0.8

marsh pilotBOT
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πŸ•’ The bug you reported has been fixed in version 0.0.8!