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The software industry can absolutely achieve multithreading, and your CPU is definitely not designed to "work one core per time".

However, there's a difference between multithreaded (can take advantage of more than one core) and scalably multithreaded (can take advantage of as many cores as you can throw at it) application code, much of which revolves around finding an efficient way to do things like:
  • coordinate access to large, complex shared data models
  • minimize the amount of time that one part of the application spends waiting for results from another part of the application
  • etc.
Stellaris is multithreaded (it will, clock for clock, generally run slower on a one-core system than a four-core system), but not scalably multithreaded (sixteen cores won't gain you much compared to four cores).
of course it is multithreaded, but the core task which the bottleneck happens is single threaded and can not be multithreaded anymore, it s the engine which wont change anymore unless you create a new game with it. the devs we are talking to, they are just common devs have no permission to change the engine, the only thing they can optimize is the code they write, they will do it until most of the bugs are gone, but i think there are too many bugs around currently, they dont have time to do it yet.
 
Hotfixes are not going to include changes like that. This update was exclusively to fix the save game corruption that was interfering with people's ability to play.
Where is the log of 4.0.21 changes? o_O, why did someone downvote me?

1111.jpg
 
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Yes, the FE building back-and-forth is a great example of a very silly use of time when the game keeps crashing, save files keep getting bricked, and multiplayer is unplayable. See what I'm saying?
No. The game stability had nothing to do with the FE buildings.

You seem to be arguing for an imaginary Paradox development team in your head which is perfectly on point in their priorities and working on them properly.

This team does not exist. They are as we speak wasting their time on something else right now. If they are doing so, they may as well get some key gameplay mechanics back up.

They seem to be having a blast fixing Wilderness, for one. Is that a stability issue as well?
 
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No. The game stability had nothing to do with the FE buildings.

You seem to be arguing for an imaginary Paradox development team in your head which is perfectly on point in their priorities and working on them properly.

This team does not exist. They are as we speak wasting their time on something else right now. If they are doing so, they may as well get some key gameplay mechanics back up.

They seem to be having a blast fixing Wilderness, for one. Is that a stability issue as well?
In all fairness, an origin many people probably bought the DLC specifically to access is higher priority than civics that don't work properly.

An origin would be higher priority than a civic even if that origin wasn't in Biogenesis specifically, but that it IS makes it very high priority. I don't have a problem with that.

I have a huge problem with the FE building patches, because you have to work in parallel to make software. You have to freeze the version and put it all together to release it. That means even if the person working on that lacked the expertise to work on something more important (and disregarding how awful the attempted fix was), it actually slowed down other development.

I have no problem conceptually with fixing Psionic, even if it's going to get a large update in the next DLC, but I am somewhat bothered by going to the effort to immediately nerf it into the ground but not the effort to make it actually a good, playable ascension. It used to primarily gain job output, it now gains job efficiency (which scales better but is worse), and it gains less of it than other ascensions can pretty easily achieve while having numerous other bonuses. I didn't like the incentive to stuff crime buildings wherever they fit, sure, but if they were going to bother nerfing that they needed to make sure it was well-balanced after their change. Disregarding large QoL problems I've mentioned repeatedly and made multiple threads about, it is also extremely weak right now.

I prefer that they work on stability issues like this before anything else. Performance and balance simultaneously after that seems appropriate. My problem isn't with this patch, there is very little that could be higher priority than "the game cannot be played," my problem is that this rate of fixes is going to see 4.0 in a completely playable state some time after this becomes historical fiction rather than scifi, not before the summer vacation as was claimed.

Anticipate the PR situation for this getting much, much worse the day they announce when that vacation is if it isn't already fixed, which it will not be.
 
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I'm 90% sure they did the UI<->worker thread synchronization/barrier/safepoint pretty poorly, evidence being mid-to-lategame opening planetary UI slows down game anywhere from 10% to 50%
 
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Anticipate the PR situation for this getting much, much worse the day they announce when that vacation is if it isn't already fixed, which it will not be.

Glu-glu Diary will be child's play compared to the Vacation Diary nuke. The fallout will spread so much the Steam rating will plummet into Overwhelmingly Negative.
 
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Makes no sense, even if it's good for gameplay to be able to.

A surface quarry on a habitat would just be mining out the walls of the thing.

I think habitats need a major looking at, but that's besides the point.

Strong disagree here.

Astro-Mining districts seem to be about mining resources that are available from space -- the kind that are available using orbital stations in non-habitat play.

Surface Mining buildings could represent infrastructure to LAND ON THE SURFACE of a barren / frozen / molten / etc. planet and extract minerals which are NOT available via orbital stations in non-habitat play.
 
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It seems the best option is to wait the 5.0 patch to play the live version (except if it's another rework, of course).
 
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It seems the best option is to wait the 5.0 patch to play the live version (except if it's another rework, of course).
5.0, if it happens, will be a major rework, and I can't see them being in a hurry to do that after this one...

4.2-4.3 should have mostly settled down.
 
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Makes no sense, even if it's good for gameplay to be able to.

A surface quarry on a habitat would just be mining out the walls of the thing.

I think habitats need a major looking at, but that's besides the point.
So then why are there even mining districts available at all if you build a habitat in a system with mineral deposits?
 
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In all fairness, an origin many people probably bought the DLC specifically to access is higher priority than civics that don't work properly.

An origin would be higher priority than a civic even if that origin wasn't in Biogenesis specifically, but that it IS makes it very high priority. I don't have a problem with that.

I have a huge problem with the FE building patches, because you have to work in parallel to make software. You have to freeze the version and put it all together to release it. That means even if the person working on that lacked the expertise to work on something more important (and disregarding how awful the attempted fix was), it actually slowed down other development.

I have no problem conceptually with fixing Psionic, even if it's going to get a large update in the next DLC, but I am somewhat bothered by going to the effort to immediately nerf it into the ground but not the effort to make it actually a good, playable ascension. It used to primarily gain job output, it now gains job efficiency (which scales better but is worse), and it gains less of it than other ascensions can pretty easily achieve while having numerous other bonuses. I didn't like the incentive to stuff crime buildings wherever they fit, sure, but if they were going to bother nerfing that they needed to make sure it was well-balanced after their change. Disregarding large QoL problems I've mentioned repeatedly and made multiple threads about, it is also extremely weak right now.

I prefer that they work on stability issues like this before anything else. Performance and balance simultaneously after that seems appropriate. My problem isn't with this patch, there is very little that could be higher priority than "the game cannot be played," my problem is that this rate of fixes is going to see 4.0 in a completely playable state some time after this becomes historical fiction rather than scifi, not before the summer vacation as was claimed.

Anticipate the PR situation for this getting much, much worse the day they announce when that vacation is if it isn't already fixed, which it will not be.
I'm not saying that civics shouldn't be fixed over Wilderness. I'm saying devs clearly have time to clean up things other than stability issues, so why are we trying to pretend otherwise?
 
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Habitats have what is called Astro Mining, and in my headcanon the colonists get to pilot driller strikecrafts directly onto asteroids.

I think an Habitat analogue to Strip Mining on Planets would be to a decision enabling reckless Asteroid Blasting in that system, increasing Habitat maintenance from all the bullet velocity rocks smashing against it constantly, while also removing mining district cap. We'll just blow it all up and collect what we can!
 
Seen it in a bug report but might as well put it here as well, Synaptic Lathe doesn't work with undesirables. The main icon changes to them being neutral chips but they don't produce any research, whereas your own pops will.