That’s unrelated. Or at least I think it has pretty much no impact on the problem scenario.
Here’s an example of what I think happens:
A cell has 1.0 storage
It has ATP generation of 2 / second
It has 1.5 osmoregulation cost / second
The game lags so hard that we simulate one second at a time (the max timestep is actually lower but this makes the numbers simple)
First, the process system runs and tries to add 1 * 2 ATP, but only 1 storage is there, so the speed is scaled to 50% and only 1 ATP is added
Next the osmoregulation cost system runs and it wants to consume 1.5 * 1 = 1.5 ATP. But there’s only 1 ATP stored. So the cell doesn’t have enough ATP to cover osmoregulation.
Even though the cell has ATP generation of 2 and cost of 1.5 it can run out of ATP on long update timesteps.
Hope that illustrates the problem with low storage and lag.
I already have the one save from the other person.
This “bug” is basically unfixable unless a major rework is done related to storage, production, or osmoregulation cost. Or if we make the game go into slow motion when under 30 FPS.
So that’s why I just plan on adding some GUI information so players don’t do that. This is kind of unintended but at least @Deus got his wish that storage is now a major gameplay element that needs to be considered.
Edit: @AnthropocenianAge if you want to confirm if you have the bug I think you have or not, you can add cytoplasm or some other organelle with significant storage to try to increase your storage by 50% or more. If the random damage spikes go away, then that confirms the bug is the same. If that doesn’t fix it for some reason then I’d be interested in your save to see if it is actually a different bug.
2 Likes
aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
104
AnthropocenianAge has these species with this problem as a part of a FG trying to simulate autoevo, through for the purposes of that FG this lag behaviour can most likely be ommitted.
I do wonder if the bug could be fixed by making it impossible for a cell to receive osmoregulation damage if it’s ATP production is higher than consumption at any given point… Through that’s probably much more complicated to code in than it seems like at first.
It would be extremely difficult to know as ATP balance doesn’t exist during gameplay. It is just an “estimation” calculated in the editor (though it should be accurate as a lot of care has been taken that it emulates the runtime process system as accurately as possible).
2 Likes
aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
106
Oh, I always thought it was still present in some shape or form just like in the editor. Guess not. So the warning to be implemented for the possibility of this bug occuring wpuld be given if an organism has less storage than the amount of atp it consumes per a timestep?