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[0.12.12] Active chunks beyond world border.

Posted: Mon Oct 26, 2015 9:38 am
by PiggyWhiskey
I'm playing with a thin world at the moment (500 tiles high) and I'm noticing the debug "show_active_chunks" are spread out beyond the border where the pollution "should" be.
Screenshot
While this is minor, I'm not sure if it's making it easier on me that so much pollution is spreading out of the world without impacting the biters as it should.

Re: [0.12.12] Active chunks beyond world border.

Posted: Mon Oct 26, 2015 11:15 am
by kovarex
Well, this is how the game is defined to behave, not really a bug.

Re: [0.12.12] Active chunks beyond world border.

Posted: Mon Oct 26, 2015 1:11 pm
by PiggyWhiskey
Ahh. Okay I was a little worried that as my base grew I'd have a large amount of chunks out there doing nothing but at the same time affecting FPS.

But if it does nothing not a problem.

Also, thanks for an amazing game.

Re: [0.12.12] Active chunks beyond world border.

Posted: Mon Oct 26, 2015 1:51 pm
by kovarex
PiggyWhiskey wrote:Ahh. Okay I was a little worried that as my base grew I'd have a large amount of chunks out there doing nothing but at the same time affecting FPS.

But if it does nothing not a problem.

Also, thanks for an amazing game.
Well, it affects the fps slightly, as these chunks need to be updated, but as there is nothing else to simulate than the pollution, it shouldn't be a big problem.

Re: [0.12.12] Active chunks beyond world border.

Posted: Mon Oct 26, 2015 6:16 pm
by Rseding91
kovarex wrote:
PiggyWhiskey wrote:Ahh. Okay I was a little worried that as my base grew I'd have a large amount of chunks out there doing nothing but at the same time affecting FPS.

But if it does nothing not a problem.

Also, thanks for an amazing game.
Well, it affects the fps slightly, as these chunks need to be updated, but as there is nothing else to simulate than the pollution, it shouldn't be a big problem.
Does "no tile" have a pollution reduction value of non-zero? If not, the pollution will never dissipate. That could be an issue.

Re: [0.12.12] Active chunks beyond world border.

Posted: Mon Oct 26, 2015 7:04 pm
by kovarex
Rseding91 wrote:
kovarex wrote:
PiggyWhiskey wrote:Ahh. Okay I was a little worried that as my base grew I'd have a large amount of chunks out there doing nothing but at the same time affecting FPS.

But if it does nothing not a problem.

Also, thanks for an amazing game.
Well, it affects the fps slightly, as these chunks need to be updated, but as there is nothing else to simulate than the pollution, it shouldn't be a big problem.
Does "no tile" have a pollution reduction value of non-zero? If not, the pollution will never dissipate. That could be an issue.
I don't know, you can check :)