Clockwork Empires

Clockwork Empires

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AlexNT 31 Jul, 2015 @ 4:32pm
[fixed in 41E] Work Crew menu not fixed in 41C, game unplayable past 70 colonists
Patchnote says: "FIXED: slowdown in work party menu with > 100 colonists"

In my case small lag begins around 40 colonists. Noticeable 5-10 second delays start around 60. By 70-75 colonists the game is entirely unplayable: after 5 seconds of Work Crew menu being open everything freezes and UI becomes unresponsive, with respective Windows pop-up.

Happens reliably in every playthrough.

No noticeable change between 41-41A-41B-41C.

Any ideas?
Last edited by AlexNT; 12 Aug, 2015 @ 7:34pm
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Showing 1-15 of 23 comments
Nicholas Vining  [developer] 31 Jul, 2015 @ 4:54pm 
Can you send me the save game where this happens, please? contact@gaslampgames.com
Nicholas Vining  [developer] 31 Jul, 2015 @ 4:57pm 
(As a follow-up: I just checked over here, and I have 200 colonists running around at acceptable performance levels. What machine are you running on? Are you sure you're running on the experimental branch?)
AlexNT 31 Jul, 2015 @ 11:33pm 
Thanks for the quick reply.

Machine: Razer Blade 2014 (i7-4702HQ, GTX 870M, 8GB). Playing in 1080p ofc, not in the native QHD+. Currently running Win10 + NVidia's Win10 drivers.

I don't have a save, regrettably. Last time I saved before my latest crash in 41C was @ 30 people. I see 41D was rolled out. I'll do a fresh install and re-test (with the 21 worker start). I'll let you know how it goes.
Last edited by AlexNT; 31 Jul, 2015 @ 11:33pm
Nicholas Vining  [developer] 1 Aug, 2015 @ 12:47am 
Please do! I'm happy to fix whatever is causing the issue, provided I can get a repro case.
AlexNT 2 Aug, 2015 @ 8:59am 
Still have the lag in 41D. Sent the email. Re-posting the summary portion here:

What happens for me:

1. Load the save.
2. Click Work Crews button to open the list.
3. Immediately after opening the list there's small 0.5-1s stutter in animations.
4. Wait ~2-5 min with Work Crews window open. The animation lag gradually increases to multiple seconds, then eventually the game freezes -- see screen shot.
5. Alternatively, if the "Ask for Favor" window opens, the game becomes highly unresponsive with noticeable animation lag, and freezes several seconds after.
6. If at this point I open Windows Task Manager, the process is at ~1,5 GB memory and ~20-23% CPU.
7. If at any point between (2) and the complete lock up I close the Work Crew list, the lag is immediately gone entirely.

Reproduces consistently every time. The lag buildup in 2-4 is the reason I believe it's not (at least, not entirely) related to my machine's performance.
Tikigod 2 Aug, 2015 @ 10:46am 
Having slow down seemingly sourced from the workcrew window in 41D as well at 33 colonists.

Leaving the workcrew window open and just watching the game gives intermittent jumps where the game freezes briefly.

Move the camera or scroll the workcrew window and the freezes and camera jerkiness becomes more obvious.

http://i.imgur.com/OoWd8e6.jpg

Brief snapshot whilst the games running to start with without the workcrew window open, then opening it at the 18:25:55 mark. I then leave the game alone just doing its thing with the workcrew window open, not moving the mouse or camera at all. Then around the 18:27:05 mark I start scrolling the workcrew window then moving the camera.

Also the figures are based of a autosave occuring, loading the autosave and then starting tracking performance to make sure that it wasn't a gradual problem occuring from multiple sources whilst playing for extended periods of time.



http://i.imgur.com/f1rbBhJ.jpg

Same start point as the last set of data but I initially recorded this first following the same process of leave idle workcrew closed -> Open and leave alone -> Scroll and move camera. Similar results.

Difference here is in this case I didn't close the game and reload the autosave before tracking, instead the game had been running for a good 20 minutes or more. Then when the autosave occured I immediately paused and began recording performance.




Side note: If I leave the game minimalised with the workcrew open the handle count behaves the same as if the game was on screen.


http://i.imgur.com/XM0w2PT.jpg

What just under 2 minutes of normal play looks like opening up colonist information, setting workshop orders, opening all the various windows except the workcrew window, setting large area chopping orders and such.
Last edited by Tikigod; 2 Aug, 2015 @ 11:16am
Daemoniceus 2 Aug, 2015 @ 11:37am 
i'm getting this in 41D had 0 issues with slow down but currently game is completely freezeing every 1-3 seconds with the work menu open. Competely unplayable, close it everything goes back to normal not a problem.

Seems to start triggering at 50 colonists, I had a colony of 120 on the default branch 2 months ago dont know the version number sorry. So this seems odd.

I'm playing on an Overclocked Gtx 780 TI Overclocked I7 4.6ghz proccessor 16 gig of ram 2.3kmhz ect ect lets just say its not a low end PC :P
russell.chaplin 2 Aug, 2015 @ 11:42am 
Nicholas posted on the official 41D exp thread on the GG forums that he found the bug in the wee hours and is working on it.
Tikigod 2 Aug, 2015 @ 11:57am 
Originally posted by russell.chaplin:
Nicholas posted on the official 41D exp thread on the GG forums that he found the bug in the wee hours and is working on it.

Fingers crossed then.
Daemoniceus 2 Aug, 2015 @ 11:57am 
Ah ok figured id flag it up here can work around it just thought they needed to know :P
Nicholas Vining  [developer] 2 Aug, 2015 @ 2:23pm 
I found a bunch more stuff. The next revision will hopefully help things, but at this point I'm waiting for it to be fixed for everybody before I proclaim it dead. :)
Daemoniceus 2 Aug, 2015 @ 2:35pm 
Early access the bug hunt continues. Gotta get em all! :D
russell.chaplin 2 Aug, 2015 @ 2:43pm 
Thanks for the update Nicholas.

I have found that it's best not to open the work crew menu after about 50 colonists and just let the colonist to themselves. Some workshops seem to stop working after a while anyway so I just build a new one and that seems to work. Have managed to get all the buildings made at least in one session with a rather grand upper class house. And that is a first for me.
Lochar 2 Aug, 2015 @ 3:04pm 
I found if just remember to pause the game first then the work crew menu will work fine, just dont unpause or will start hanging. Also I wonder if by stop working you maybe experiencing what I have and they wont go to next job on list until first 1 is complete and because they dont have the correct resource they just sit around. Other than that my workshops still seem to be working as intended.

I did hit 1 snag where construction on 1 middle class house stopped and 1 overseer was locked into it but never would do anything, I cancelled the job hoping would renew and still havent, now have an unfished house with no way to demolish. Also have some planks in the air and not sure if they had anything to do with it.
russell.chaplin 2 Aug, 2015 @ 3:12pm 
There does not seem to be any reason why my early game workshops such as wood, textile stop working. They have resources, workers and orders but just hang around sweeping the floor with 'idle' as job. Changing the workshop owner does not clear it. Cancelling the job doesn't clear it. So i just build a new work shop and all is fine. I set the old workshop crew to do all jobs and leave it. Noticed the odd hanging stack of wood and the odd skating worker who wanders lost between stockpiles as well.
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Date Posted: 31 Jul, 2015 @ 4:32pm
Posts: 23