# Game Autosaving Efficiency

**URL:** <https://discourse.cataclysmdda.org/t/game-autosaving-efficiency/1021>\
**Category:** The Drawing Board\
**Created:** [April 26, 2013, 1:35pm UTC](https://discourse.cataclysmdda.org/t/game-autosaving-efficiency/1021 "2013-04-26T13:35:56Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![Miloch](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/miloch/32/1339_2.png) [@Miloch](https://discourse.cataclysmdda.org/u/Miloch)\
**Post date:** [April 26, 2013, 1:35pm UTC](https://discourse.cataclysmdda.org/t/game-autosaving-efficiency/1021/1 "2013-04-26T13:35:56Z")

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I just had this random thought. Let me know if it’s a complete miss.  
This thought is to maybe make it so we’re only saving things that have changed since the last autosave. So we have this overlay that has a tile per tile (however map data is organized) of the map. On this overlay each tile is either true or false… Right after a autosave the entire overlay is set to false. Anytime a map tile is changed it is set to true. When the next autosave happened only those tiles that are flagged on the overlay would be saved. I got this idea from incremental backups for computers. 😛

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**Author:** ![kevin.granade](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/kevin.granade/32/1316_2.png) [@kevin.granade](https://discourse.cataclysmdda.org/u/kevin.granade)\
**Post date:** [April 26, 2013, 6:33pm UTC](https://discourse.cataclysmdda.org/t/game-autosaving-efficiency/1021/2 "2013-04-26T18:33:26Z")

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Well yea, we need to do incremental saves, and it’s totally doable, it’s just a matter of doing it.

Prioritizing savegame performance improvements over new features or bugfixes is a really hard sell.  
Also messing with savegames has the potential to break things REALLY badly, which makes people a bit hesitant to work on it.

This issue IS on our radar though, we’ll get to it when we can.

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**Author:** ![Ferodaktyl](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/ferodaktyl/32/56_2.png) [@Ferodaktyl](https://discourse.cataclysmdda.org/u/Ferodaktyl)\
**Post date:** [April 26, 2013, 7:16pm UTC](https://discourse.cataclysmdda.org/t/game-autosaving-efficiency/1021/3 "2013-04-26T19:16:31Z")

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can you make it so we can choose at how many turns/minutes the game autosaves?

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**Author:** ![kevin.granade](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/kevin.granade/32/1316_2.png) [@kevin.granade](https://discourse.cataclysmdda.org/u/kevin.granade)\
**Post date:** [April 26, 2013, 7:35pm UTC](https://discourse.cataclysmdda.org/t/game-autosaving-efficiency/1021/4 "2013-04-26T19:35:35Z")

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I thought there was an option for that, but there isn’t. Yea that should be easy enough to do.

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**Author:** ![Miloch](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/miloch/32/1339_2.png) [@Miloch](https://discourse.cataclysmdda.org/u/Miloch)\
**Post date:** [April 27, 2013, 1:21am UTC](https://discourse.cataclysmdda.org/t/game-autosaving-efficiency/1021/5 "2013-04-27T01:21:06Z")

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Thanks Kevin, what he said about how often was my next question. 🙂 Also, yeah, I realize futzing with saves has the potential to totally boff the game. With all the other development I understand that it’s not the highest important. If the concept is useful then, I hope you use it eventually. 🙂
