|
The game lagging horribly at 50+ colonists is really quite irritating. This last colony reached 98 colonists before the lag me quit playing.
|
# ? Sep 13, 2015 04:01 |
|
|
# ? Apr 27, 2024 18:16 |
|
Stretch Marx posted:I purchased off Steam, so I'm running whatever version that is currently. So probably not. Honestly that was one of my biggest cripes currently. Otherwise, I'm just waiting for the features to show up. You can right click games in steam and change versions in there.
|
# ? Sep 13, 2015 04:10 |
|
Deadmeat5150 posted:The game lagging horribly at 50+ colonists is really quite irritating. This last colony reached 98 colonists before the lag me quit playing. You might have been experiencing a lag bug that was introduced to 42D, give it another try, that specific problem was (probably) fixed with 42E.
|
# ? Sep 13, 2015 11:26 |
|
Deadmeat5150 posted:The game lagging horribly at 50+ colonists is really quite irritating. This last colony reached 98 colonists before the lag me quit playing. Zaardvark posted:You might have been experiencing a lag bug that was introduced to 42D, give it another try, that specific problem was (probably) fixed with 42E. Alternately, if it's a particularly slow save send it to me (by the usual channels!) and I'll see where it's bottlenecking. I'm still optimizing the stockpile code furiously, but it looks like I'll need to do another pass in the near future.
|
# ? Sep 13, 2015 20:43 |
|
Lagginess of the work crew window has been fixed. Running at 90+ colonists just seems a bit slow right now due to a lack of optimization in general; I will do an optimization pass for Alpha 44.
|
# ? Sep 16, 2015 00:48 |
|
nvining posted:Lagginess of the work crew window has been fixed. Running at 90+ colonists just seems a bit slow right now due to a lack of optimization in general; I will do an optimization pass for Alpha 44.
|
# ? Sep 16, 2015 17:30 |
|
Alpha 43 of Clockwork Empires is now on Steam, a little number we call: https://www.gaslampgames.com/2015/09/16/clockwork-empires-september-update-the-terrible-truth/ Changes since Revision 42: new stockpile and workshop code, new office code, work shifts controllable by time of day, dissections of [REDACTED], new character info panel (still a bit of a WIP but whatever), and another bazillion bugfixes. Oh, and you probably don't want your vicar to join a cult now.
|
# ? Sep 16, 2015 18:56 |
|
Also, as a general policy: if you have crash dumps, or save games that are weirdly slow - send me the darned things! We can fix these, but only if we get a good look at them.
|
# ? Sep 16, 2015 18:57 |
|
Quiet around these parts. Have a blog post, wherein we all have strange moods and add terrible offices: https://www.gaslampgames.com/2015/09/23/strange-moods-at-gaslamp-games/
|
# ? Sep 23, 2015 19:28 |
|
Nicholas once again you are incredibly awesome. Give my thanks to the boys. I still want to see some shakos in the future!
|
# ? Sep 24, 2015 02:47 |
|
I demand cat pictures in every blog post (I know the team is holding out on us). If Gaslamp does not comply I will continue to read all of your updates, but grudgingly so.
|
# ? Sep 24, 2015 02:56 |
Deadmeat5150 posted:I still want to see some shakos in the future! We cannot lose the silly hat war to fish peoples and common foreigners! WE JUST CANNOT.
|
|
# ? Sep 24, 2015 03:00 |
|
Steps, yay! Are you planning on having dynamic light at any point, for the lamp decorations?
|
# ? Sep 27, 2015 15:27 |
|
Wipfmetz posted:Steps, yay! Are you planning on having dynamic light at any point, for the lamp decorations? Yes, once I decide what I want to do about lights being inside vs. outside the house. I haven't decided yet.
|
# ? Sep 28, 2015 01:06 |
|
Alpha 43A now in experimental build, featuring public houses, barbers, and (shockingly!) a fix for buildings exploding when you put ovens in their corners: https://community.gaslampgames.com/threads/alpha-43a-now-in-experimental-branch.16394/#post-106800
|
# ? Sep 28, 2015 23:55 |
|
But are there new hats?
|
# ? Sep 28, 2015 23:57 |
|
I'm slightly excited about a Fishpeople Convoy.Deadmeat5150 posted:But are there new hats?
|
# ? Sep 29, 2015 11:42 |
|
Someone else knows about Voltaire? I thought I was alone.
|
# ? Sep 29, 2015 11:51 |
|
Just a quick question I have someone that goes to the barbershop after the barber has gone to sleep just about every day. Is this because the code has him seeking treatment as a low priority so he's wanting for the end of his workshift (if so I think it needs to be changed) or is it because I have my barber assigned to other tasks so he's not idle while nobody needs treatment (in which case is the barber going to get more tasks so there's not a workcrew that's idle most of the time)?
|
# ? Sep 29, 2015 15:19 |
|
I scheduled my barber to be active at night and sleep in the morning so he would be available to the majority of my dudes.
|
# ? Sep 29, 2015 16:48 |
|
Just popping out to the all night barber. That doesn't sound suspicious at all.
|
# ? Sep 29, 2015 16:54 |
resistentialism posted:Just popping out to the all night barber. That doesn't sound suspicious at all. Sounds like a wonderful excuse to go grave robbing!
|
|
# ? Sep 29, 2015 17:41 |
|
The neighbours popped by to drop off a casserole. A fisherson casserole, that is.
|
# ? Sep 30, 2015 13:13 |
|
I'm here to express my great awe for the modules in corners fix. Well done!
|
# ? Sep 30, 2015 15:04 |
|
No more unnatural geometries!
|
# ? Sep 30, 2015 21:25 |
|
resistentialism posted:Just popping out to the all night barber. That doesn't sound suspicious at all. Is your avatar a Roger the Homunculus Playmobil figure?
|
# ? Oct 1, 2015 13:37 |
|
resistentialism posted:Just popping out to the all night barber. That doesn't sound suspicious at all. Nah, it's legit. Right next to the all night meat pie shop. You know the one? Over on Fleet street?
|
# ? Oct 1, 2015 20:46 |
|
Leave it to a Murgo to suggest something like that.
|
# ? Oct 1, 2015 21:30 |
Barbers should be allowed to take the teeth from the dead to make a fantastic set of false teeth for the living.
|
|
# ? Oct 1, 2015 22:14 |
|
SeanBeansShako posted:Barbers should be allowed to take the teeth from the dead to make a fantastic set of false teeth for the living. Even after all this time, the CE development (e)thread can still make me LonsomeSon fucked around with this message at 04:37 on Oct 2, 2015 |
# ? Oct 2, 2015 04:30 |
LonsomeSon posted:Even after all this time, the CE development (e)thread can still make me What? never heard of Waterloo teeth? The 19th century was a weird rear end time, even outside fictional steampunk settings.
|
|
# ? Oct 2, 2015 06:49 |
|
SeanBeansShako posted:What? never heard of Waterloo teeth? Ok this is one of the most disgusting things I ever heard. I can get it, but I don't want to. Please implement this and make people form cults over it?
|
# ? Oct 2, 2015 18:51 |
|
I had a bandit ask to join my colony last night, but it was just a ruse because as I clicked to accept him he cleverly crashed my game. Bandits are crafty.
|
# ? Oct 5, 2015 15:36 |
|
Unnatural Geomatries and exploding buildings still occur when stuff is place in a corner. At least for the Naturalists Office.
|
# ? Oct 5, 2015 19:32 |
|
Deadmeat5150 posted:Unnatural Geomatries and exploding buildings still occur when stuff is place in a corner. At least for the Naturalists Office. ... this is shocking. What are you putting in the corner of the office, and do you have a screenshot or a save? Saint Freak posted:I had a bandit ask to join my colony last night, but it was just a ruse because as I clicked to accept him he cleverly crashed my game. Bandits are crafty. Fixed in 43B, or so I am told. nvining fucked around with this message at 22:28 on Oct 5, 2015 |
# ? Oct 5, 2015 19:42 |
|
I do have a screenshot. I get off work rather late tonight but I'll send it when I can
|
# ? Oct 5, 2015 23:32 |
|
I haven't played this game in awhile because I'm bad at it and starve everyone routinely and get sad, but I have to say, the level the discourse in this thread is outstanding.
|
# ? Oct 6, 2015 00:38 |
|
Saint Freak posted:I had a bandit ask to join my colony last night, but it was just a ruse because as I clicked to accept him he cleverly crashed my game. Bandits are crafty. The first time I did this, the bandit's former comrades chased her right up to my colony before finally killing her, then decided to raid the place since they were already there. It was also before this thread educated me on the purpose of the barracks, so I had assigned my existing NCO to it before demolishing it since it wasn't doing anything, making him a normal overseer. I lost at least three overseers and some non-zero number of chaff colonists, as well as half my supply of booze and copper bars. Never again.
|
# ? Oct 6, 2015 03:53 |
|
This week's blogpost shows various character UI revisions: https://www.gaslampgames.com/2015/10/07/sometimes-you-have-to-show-how-the-trick-is-done/ (Also, Alpha 43B is now in the experimental branch if you haven't tried it yet!)
|
# ? Oct 7, 2015 20:47 |
|
|
# ? Apr 27, 2024 18:16 |
|
LonsomeSon posted:The first time I did this, the bandit's former comrades chased her right up to my colony before finally killing her, then decided to raid the place since they were already there. It was also before this thread educated me on the purpose of the barracks, so I had assigned my existing NCO to it before demolishing it since it wasn't doing anything, making him a normal overseer. I lost at least three overseers and some non-zero number of chaff colonists, as well as half my supply of booze and copper bars. Ah I didn't get that far, basically just a 'failed to create citizen' error.
|
# ? Oct 7, 2015 20:50 |