depechedNode
Well-Known Member
- Oct 10, 2017
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That's coil whine, when games do not limit the fps it becomes more audible and you need to limit the max fps by enabling vsync or using Rivatuner.
Or maybe just fans are spinning faster...That's coil whine, when games do not limit the fps it becomes more audible and you need to limit the max fps by enabling vsync or using Rivatuner.
I don't mind it so much. You should have seen your grandma back in the day. Woo, she was a looker!I want to like this game, but the textures for the slaves creep me out.
They have that uncanny valley feeling of being close-to-but-not-quite human.
Doesn't help that some of them look like my grandma.
I'd much prefer a more cartoonish approach.
tbh I'm not touching this game again until a full version is released simply because the paywall is pure bullshit especially on THIS siteIs the plan to have bigger bellies for the larger number of kids? right now octuplets look teh same as 1 babeh and im just curiouse if thats going to change eventually or not
edit: also i understand the paywall but can you just make it impossible to click on new planets instead of auto quitting the game T^T
Something like C:\Users\YourUserName\AppData\LocalLow\StationmasterDev\Stationmaster2Ok, maybe a weird question... but where are the saves located? How do I delete them?
Thanks, that actually fixed the problem. Never encountered that before.That's coil whine, when games do not limit the fps it becomes more audible and you need to limit the max fps by enabling vsync or using Rivatuner.
I'm impressed that you spotted it. That's been on my "This is stupid and needs to be refactored" list for a long time, but I had de-prioritized it because it's not very visible. Might move it up a notch now that so many people are decompiling.StationmasterDev fix slaves aging speed please. It takes 4 ingame days to add one day spent on station and will take 4 years to age for one year (because you add 5E-5 to age on every step instead of 2E-4). You actually don't need to recalculate age every step and accumulate rounding errors, just store time step when NPC generated, their initial age at generation time and calculate real age when needed as difference with current time step (and add time in growth vat to calculate visible age).
I'm late to the party, but reading through the thread I can't help but say this: Go with Decimal. It's the data type for exactly this. And it works with SQLite DB backend as well. No rounding errors, giant numbers, etc. It's made for currencies. It's not the most performant, but still fine for this kind of calculation.I looked at this more, and you're right. I misremembered double as fixed-point. Oops.
As far as scaling, I was thinking about it in terms of purchases and aggregated income (where, if it's more than 6 decimal places in, it doesn't matter if it's added or not), but I could see it introducing some odd behavior around the non-aggregated income sources (like babies in the current patch, which will stop giving you money once you hit somewhere between 1 billion and 1 trillion).
I'll switch it to a double (or maybe even BigInteger, for the banter) in the next patch. Good catch.
The condescending tone is annoying, but then you also give bad advice. Yes, some software uses Int64 for currencies, but those are mostly legacy systems that need to circumvent the rounding issues. The modern way is Decimal and should used. When being so arrogant and talk down to others, at least provide proper advice, otherwise it's just cringe.To anyone reading this thread who isn't a programmer, I just want to point out that the statement "I misremembered double as fixed-point" is about equivalent to a chef saying "I misremembered pasta as a kind of sandwich". It's a frank admission that the dev has no training and is fumbling along without knowing what he's doing. That can be fine, just be honest about it, please. Change the currency to use the type `long`, aka `System.Int64`.
Decimal is fine, it's just not really needed here. There are no rounding issues to speak of. Every value in the game is an integer, and the values aren't very large, especially when you consider how low the previous limit was.I'm late to the party, but reading through the thread I can't help but say this: Go with Decimal. It's the data type for exactly this. And it works with SQLite DB backend as well. No rounding errors, giant numbers, etc. It's made for currencies. It's not the most performant, but still fine for this kind of calculation.
The condescending tone is annoying, but then you also give bad advice. Yes, some software uses Int64 for currencies, but those are mostly legacy systems that need to circumvent the rounding issues. The modern way is Decimal and should used. When being so arrogant and talk down to others, at least provide proper advice, otherwise it's just cringe.
With Decimal there are also no rounding issues.
I didn't expect such a spirited discussion on numeric types here. I've beefed up my knowledge some, because it's been a long time since my last pop quiz.I'm late to the party, but reading through the thread I can't help but say this: Go with Decimal. It's the data type for exactly this. And it works with SQLite DB backend as well. No rounding errors, giant numbers, etc. It's made for currencies. It's not the most performant, but still fine for this kind of calculation.
The condescending tone is annoying, but then you also give bad advice. Yes, some software uses Int64 for currencies, but those are mostly legacy systems that need to circumvent the rounding issues. The modern way is Decimal and should used. When being so arrogant and talk down to others, at least provide proper advice, otherwise it's just cringe.
With Decimal there are also no rounding issues.