November 11th, 2022 - An Update on Overclocking

November 11th, 2022

An Update on Overclocking

https://www.youtube.com/watch?v=9KBQyjy-a6g&t=895

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    1. Snutt

      So with the addition of blueprints, I also have a little bit of an update on overclocking.

      One of the reasons why we've gone back and forth so much with overclocking is because the addition of blueprints kind of shifts the trade-off for overclocking.

      We were originally going to change so that, like, overclocking was going to be completely linear because we figured that blueprints would make overclocking kind of redundant.

      Count how many times I said overclocking.

      But one thing we realized is that blueprints might actually increase the value of space, which to this point has been like the only real trade-off is that you need more space because you need to build more.

      So the current thinking is that overclocking might become more valid, which sort of changes the whole trade-off discussion again.

      Currently, though, we're leaning towards not making overclocking linear, but changing the exponent, so it makes it significantly lower.

      If you don't know what I'm talking about, I'll leave a link to the wiki article explaining all about this stuff with the overclocking, so you can see the mathematical formula and what the exponent is currently and how that will affect the overclocking formula.

      So overclocking will be cheaper in update 7, and underclocking will give a little bit less savings there.

      But this will still be a test case, linear is not out of the window yet, we still need a bit more data on the final decision, but first we want to try it out and sort of get your feedback on this and see if blueprints actually impact overclocking the way we think it will.

      Lastly, I want to leave you off with a little bit of a cool little quality of life feature that's also coming in this update, which is a sort of like a sprint mode for zip lines.