Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
Since I found this, I keep referring to pikester25's data, trying new seed settings to see how they work, and given the information, I think that a lot of people are going quite possibly going to rethink their maps (could do better than the one they're happy with?).
Trying to find a balance of all resources is a real pain in the arse now. to say the least, given that any updates from Crate could now potentially bork your saved game/map?
Made me think the same thing too! 🙂
DFFFEF64AEE
(large map idylic biome)
After some playing - actually a great seed - lots of lakes moutains and flat areas with tons of ressources.
If he actually sat there and manually generated map after map after map 7,000 times, well, kudos to him.
My money, however, is on the much more likely prospect that he automated the map generation (and subsequent data collection from the save files) somehow via programming - since it's a Unity game there also already exists a large pool of community-made tools to aid with manipulating and accessing game files and save files. With the right tools on hand and some programming knowledge it probably wouldn't be hard to whip together a script to do everything, then run it, and leave it going about its business for X amount of hours until you feel you got a decent enough sample size to do something with.
You can also factor in the memory leak and having to restart the game in order to avoid it. Hhaahahahah its a lot of time. This guy has to have a cluster or something that he is allowed to play on.
Eh. Every single map generation I've timed on my "modest" rig has fallen between 1:35 and 2:35, with most tending to be around 1:40-1:50. I've never had anything higher yet.
AMD Ryzen 7 2700X
16GB RAM DDR4-3200
Radeon RX 580
Installed to 223.6 GB SSD
--
As for the memory leak issue, which is primarily an issue in Unity (but one I hope they figure out how to workaround and minimize), you actually don't need to restart the game to avoid it. Any tool that will flush your RAM is all you need - preferably one that lets you automate the timing etc.
You can find the log that contains errors for FF at:
C:\Users\USERNAME\AppData\LocalLow\Crate Entertainment\Farthest Frontier
..you'll have to enable hidden folders etc.
The error in question:
"Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 5)"
..toss that into Google turns up several threads on the Unity forums featuring discussion between various game devs and Unity devs going in great detail on the nature of the problem. This thread is informative..
https://forum.unity.com/threads/jobs-lags-jobtempalloc-has-allocations-that-are-more-than-4-frames-old.513124/
--
Personally, I use Cleanmem to flush my memory and file caches on a timer and when certain conditions are met, which ensures the leak doesn't ever get to freely gobble up my RAM unimpeded..
https://www.pcwintech.com/cleanmem
..the leak is essentially non-existent for me as a result.
10900k oc'd to 4.8 GHz
2x16 GB DDR4 14 14 14 34 oc'd up to 3600 if I remember
Asus Rog 3090 (actually volted down a notch because lol asus factory overvolts)
2x 970 Evo Plus NVMe
runs fully stable no throttling or temp spikes.. but for whatever reason the game hangs on me every time when I load maps otherwise I think I would have closer to your experience.
you are right about the ram dump but that also takes time, either way loading 7k+ maps is gonna take at least a solid week of 24-7 cycles on one machine, most likely more.
what really blows my mind is there is no way he needed that much data to build statistics on what the seed inputs do. there are only 16 degrees of freedom and chances are almost 100% that they will be largely used independently (because human programmers). Isolate the digits and you are gonna fish out the majority of functionality in just a fraction of that number of maps.
I cracked most of the (then) unknowns in DF worldgen in a couple of evenings just fiddling with extremes.