In my MAM, the shapes will not produce full belts unless the shape is completely grey. I go to each painter and select one tube/launcher/painter in the space platform and suddenly - full belts! Whereas before they were running at about 80%-90% efficiency. It seems to be the same mechanic as when you select an exit belt and the shape prediction populates - so the food inside the fridge isn't proverbially partying as hard as it should be! (PS - am aware of missing pipes on the CYAN inlet - this is an older screengrab of my painter (modified NILAUS BP))
#[0.0.8-RC3][SPZ2-3380]Painters lag until tube/launcher/painter is highlighted
19 messages · Page 1 of 1 (latest)
Do you have a savegame or a simpler version of this setup?
It is hard to find the true error in the image.
I looked into some savegames, and some where fluid throughput issues (there is an issue with the pipe gate) but it is hard to tell what exactly the causes it in your instance.
👍 Your bug report is in review. Our team is currently investigating.
Here's a save file!
The "MAM" is directly south of the Home location. The shape just cycled - the behaviour that I see is that there will be full belts if the shape is grey, but part belts if it's not - unless I go and observe each active painter. As I move the camera to them, I see the belts are partial coming out of the painter setup (which changed since the screen grab but still exhibits the same behaviour). Once I have "observed" them, the belts suddenly become full.
Is there a difference in how the engine processes shapes that are not being rendered? That seems to be the issue...source: I ate crayons for breakfast!
There may be some issues with that as other users reported. We are looking into it.
Thanks for the save file, this helps a lot to get a understanding.
Here's a horrible video to show the behaviour!
...anyway, really great job you guys did on this! Seriously - hard to outdo the first game in its simple elegance, but this...this is something magical. Can't wait to see where it goes!
Thanks again. Keep up the amazing work!
I have the same issue. I thought the problem was with the new pipe gates, but I dont see any pipe gates in your build. This breaks my MAM because it needs full belts to detect the right sapez. Probably the areas that are not in view get some kind of simplyfied calculation to reduce CPU load.
There's pipe gates! 4x3 per colour - just off to the side.
correct. when off screen things update at 3 times a second instead of 60 times a second
Can confirm I have the same problem, did op find a way around this or should I just wait for multithreading to release? I'm hoping that'll fix the problem cause it doesn't happen at high fps, just when the mam gets really big
The issue Seems to stem from the fact that when off screen, Logic Gates process at a slower tick speed than belts, leading to anything that requires full speed for transmission (paint throughput) to process slower than non fluid paths off screen.
[0.0.8-RC3][SPZ2-3380]Painters lag until tube/launcher/painter is highlighted
Just a quick update we are working on a fix for the painter issue and will update this ticket when it`s ready for release.
🚑 Your bug report has been verified and is now in the triage phase. We're working to reproduce and fix it.
🕒 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.