2.70 star(s) 11 Votes

depechedNode

Well-Known Member
Oct 10, 2017
1,809
3,775
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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.
 
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IIWW

New Member
Apr 18, 2018
5
3
13
I love the game, but if I may mention some QOL issues.
1. Sliders are nice, but setting clothes colour in rules manager is a nightmare. Numbers would be easier to set.
2. In Rules, I wouldn't mind tag work also as an exception. "If NOT tag {custom_tag}
3. Alsoin rules, would be nice to have "mark as inspected" as an option. I am sending a lot of slaves from Vats directly to diary farm, and I don't want to go through all of them.
4. A bug I guess, but building automation (on conquest) doesn't seem to work, even when I have the money.
 
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icelandia

Newbie
May 28, 2018
58
66
149
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.
 

SenPC

Active Member
Feb 3, 2018
605
1,170
318
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.
I don't mind it so much. You should have seen your grandma back in the day. Woo, she was a looker!
 

vikmos

Newbie
Oct 5, 2019
41
66
28
After conquering 10 stars game exits to the menu.

Put the info about public version in the main post.
 

mothulu

Member
Sep 29, 2022
175
110
141
Is 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
 
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Xhak

Member
Dec 24, 2017
350
494
186
Is 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
tbh I'm not touching this game again until a full version is released simply because the paywall is pure bullshit especially on THIS site
 

IIWW

New Member
Apr 18, 2018
5
3
13
Ok, maybe a weird question... but where are the saves located? How do I delete them?
 

Sir Anal

Active Member
Aug 19, 2021
506
771
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Ok, maybe a weird question... but where are the saves located? How do I delete them?
Something like C:\Users\YourUserName\AppData\LocalLow\StationmasterDev\Stationmaster2
I guess you have just to delete the files... (Not sure, so could be useful to backup before ... ;) )


Btw, these are Sqlite files, so, if you know your way with databases, you can cheat with something like or else.
 
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Jun 7, 2018
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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).
 

Aeneasc

Newbie
Apr 28, 2017
54
164
158
Damn... I wasn't mentally prepared to get kicked out of the game because of a progress paywall.
You conquer the 10th system and the game is just like:
'There is more content, but you have to pay, mf. It's a game over for you now let me bring you to the title.'
What?
 

StationmasterDev

Member
Game Developer
Jan 14, 2018
458
1,155
205
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 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.
 

Skalli

Member
Nov 1, 2017
144
172
174
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.
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.

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`.
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.
 
Jun 21, 2020
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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.
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.
 

StationmasterDev

Member
Game Developer
Jan 14, 2018
458
1,155
205
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.

Is the end, there are two separate ways money is stored, and they have different considerations:

In the DB, precision does not matter. Nobody will know if save/load rounds money past the sixth decimal place (or probably even the second), because saving a couple frames earlier or later will have a much bigger impact. For that, I left it as a float to avoid dealing with a whole sqlite db schema change.

In-game, the only reason it matters is that money comes in at much smaller increments than savings (you could have a million transactions of a dollar, that add up to a noticeable amount). Even with float, this is not usually noticeable, because this game doesn't really have millions of transactions. At the point where you have billions of money, you usually have large single-source incomes that overwhelm little stuff. However, if your play-style emphasizes a dairy and a giant pleasure deck covered in bars (and you don't sell tribute slaves using the RA, which will be 10k+ per transaction), you will eventually see your money level off.

With double, the delta for rounding off is 15-17 decimal places down, so you'd still get the benefit of single-dollar transactions into the quadrillions. This encompasses the expected range, with no negative trade-offs or major refactors, and allows for money to go to arbitrary heights without causing an overflow (as could be the case with "marathoners" who just like racking up the score, which I know is a kind of player). They'll start seeing rounding errors somewhere in the quintillions, but slave sale will be able to push it well into the sextillions, and other stuff probably further.

Decimal is much slower, because it's a software-defined type that can't be mathed directly in the ALU (This was the same reason I didn't use BigInteger, which is similar, but allows functionally infinite scaling). Because of how often money is added, that could be a not-insignificant hit.

TL;DR: This has been an interesting learning experience, but I'm sticking with double, because it's faster, less work for me, and I don't think it's going to cause a player issue.
 
2.70 star(s) 11 Votes