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Interested? Will take some doing to give you my save as I have hacked up local mod variants...Hmm... is there a queue depth cap, beyond which it gives up and suspends the heuristic? That has been going on for at least three game-days. Regardless, maintaining separate queues for each robotic network would seem to be an obvious way to code this (otherwise, we have wierd stuff where something on the other end of the planet makes the bots in your backyard malfunction (well, obvious to me, but this may well be what's happened here).Zavian wrote:As I understand things the game only attempt to issue one construction order per tick. (This is a performance optimisation to prevent the ups crashing if you have 1000s of outstanding construction orders). So if you have 6000 outstanding construction orders then it will take 10 seconds for the game work it's way through the list of construction orders. (If you have 6000 construction bots and everything needed to complete those 6000 construction orders, then bots will be assigned to each construction order in those 10 seconds, and the backlog of construction orders will quickly clear).
ACK, well I'll take that as an invitationRseding91 wrote:PVP gameplay is *extremely* low on the list of things we're concerned with. Single player is the primary way the game is played with a very small amount of players doing coop MP.
Anyway, without a save file and mods you're using there's no way to know what's actually going on.