*[13.15] Handcrafting: Possible to circumvent intermediates

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silver_26
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*[13.15] Handcrafting: Possible to circumvent intermediates

Post by silver_26 »

hello
iv found a minor bug
it happened 2ce now...
iv started a new game and I realy want my power armor
so I started to hand craft the modules....
so I made a few Tier 1 speed and then collect ( enough ) red and blue circuits and pressed tier 2 speed
and for some reason ... when still building Tier 1 speed ( and queued ) tier 2 Speed it started to make red circuits ...
when I do not have anny plastic in my bag.....

so .... MAGIC ..... :)

thought you should know :)

Edit:...
so I finely have the last of my tier 3 speed in que ...
and I picked up my alien stuff
and pressed power armor 2... ( see picture )
it started to craft more speed modules 1 , 2 and 3, and 60 + red circuits when I do not have anny plastic in my bag
nor enough to make more speed modules

even more MAGIC.... :)

Edit :
for some reason I can not Print screen the game....
one of 2 things happen
1 the game is paused when its not and takes the screen shot... ( see pic 2.jpeg )
2 the game on the picture goes " back in time " a few seconds ...
where the game is not on paused also for recording with 3th program
for example I walk in a circle and take a picture the character is not where I took the picture / video but ( x meters ) back or about 2 sec befor....

quite annoying
please fix a decent ingame screen shot meganism

Edit ..
added second picture ( 1.jpeg)
Attachments
picture 2
picture 2
1.jpg (1.19 MiB) Viewed 4487 times
picture one
picture one
2.jpg (482.74 KiB) Viewed 4488 times
Loewchen
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Re: Magic ( minor bug )

Post by Loewchen »

Can not reproduce.
Please upload:
  1. log
  2. save
  3. mod-folder
silver_26
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Re: [Pending] Red Circuits don't require plastics

Post by silver_26 »

I made a save file when this happened
so when you press power armor 2... it should make 100 extra items I do not have

hope I sent the right files
game version 13.15

and what about the screen shot bug ?
Attachments
Factorio.rar
(110.79 KiB) Downloaded 159 times
mods.rar
(11.29 MiB) Downloaded 145 times
Bug_Report_Magic.zip
(14.33 MiB) Downloaded 137 times
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TruePikachu
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Re: [Pending] Red Circuits don't require plastics

Post by TruePikachu »

Code: Select all

   0.003 2016-08-10 22:49:20; Factorio 0.13.15 (build 23843, win64, alpha)
   0.003 Operating system: Windows 7 Service Pack 1
   0.003 Program arguments: "C:\Program Files (x86)\Factorio\bin\x64\factorio.exe" 
   0.003 Read data path: C:/Program Files (x86)/Factorio/data
   0.003 Write data path: C:/Users/Martin/AppData/Roaming/Factorio
   0.003 Binaries path: C:/Program Files (x86)/Factorio/bin
   0.038 Graphics options: [FullScreen: true] [VSync: false] [UIScale: 100%] [MultiSampling: OFF] [Graphics quality: normal] [Video memory usage: high] [Light scale: 100%] [Screen: 1] [DXT: false]
   0.039 Available display adapters: 2
   0.039  [0]: \\.\DISPLAY1 - AMD Radeon R7 200 Series {0x8080001, [1920,0], 1920x1080, 32bit, 60Hz}
   0.039  [1]: \\.\DISPLAY2 - AMD Radeon R7 200 Series {0x8080005, [0,0], 1920x1080, 32bit, 60Hz}
   0.040 Create display on adapter 1. Size 1280x720 at position [310, 162].
   0.344 Initialised OpenGL:[1] AMD Radeon R7 200 Series; driver: 4.5.13440 Compatibility Profile Context 16.200.1010.0
   0.410 Desktop composition is active.
   0.661 Loading mod core 0.0.0 (data.lua)
   0.670 Loading mod base 0.13.15 (data.lua)
   0.835 Loading mod blueprint-string 3.1.1 (data.lua)
   0.900 Loading mod Big_Brother 0.3.2 (data.lua)
   0.987 Loading mod EvoGUI 0.4.106 (data.lua)
   1.062 Loading mod filtered-deconstruction-planner 0.4.6 (data.lua)
   1.140 Loading mod fluid-barrel 1.1.1 (data.lua)
   1.226 Loading mod launch-control 0.2.0 (data.lua)
   1.301 Loading mod MoreLight 1.1.1 (data.lua)
   1.378 Loading mod TheFatController 0.4.18 (data.lua)
   1.472 Loading mod Treefarm-Lite 0.5.1 (data.lua)
   1.549 Loading mod upgrade-planner 1.2.3 (data.lua)
   1.625 Loading mod FARL 0.5.35 (data.lua)
   1.710 Loading mod Big_Brother 0.3.2 (data-updates.lua)
   1.807 Loading mod rso-mod 2.0.11 (data-updates.lua)
   1.884 Loading mod FARL 0.5.35 (data-updates.lua)
   1.965 Loading mod FARL 0.5.35 (data-final-fixes.lua)
   2.057 Checksum for core: 2228900852
   2.057 Checksum for mod base: 2626002353
   2.057 Checksum for mod blueprint-string: 62577300
   2.057 Checksum for mod Big_Brother: 180679385
   2.057 Checksum for mod EvoGUI: 1040096666
   2.057 Checksum for mod filtered-deconstruction-planner: 750010405
   2.057 Checksum for mod fluid-barrel: 843186395
   2.057 Checksum for mod launch-control: 1505514949
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   2.057 Checksum for mod rso-mod: 1874398137
   2.057 Checksum for mod TheFatController: 2087045025
   2.057 Checksum for mod Treefarm-Lite: 1857598761
   2.057 Checksum for mod upgrade-planner: 696037660
   2.057 Checksum for mod FARL: 1093886923
   2.575 Info PlayerData.cpp:45: Local player-data.json available, timestamp 1470778653
   2.575 Info PlayerData.cpp:52: Cloud player-data.json unavailable
   2.735 Initial atlas bitmap size is 16384
   2.737 Created atlas bitmap 16384x6548
   2.737 Created atlas bitmap 4096x1040
  18.374 Sprites loaded
  18.374 Convert atlas 4096x1040 to: trilinear-filtering 
  18.429 Loading sounds...
  20.320 Custom inputs active: 0
  20.321 Info Updater.cpp:749: Downloading https://www.factorio.com/updater/get-available-versions?username=silver_26&token=<private>&apiVersion=2
  20.907 Warning Updater.cpp:771: JSON parser error server reply (<unspecified file>(1): expected value)
  20.907 Info Updater.cpp:772: Full reply: Page not found
  20.984 Factorio initialised
  23.066 Loading map C:\Users\Martin\AppData\Roaming\Factorio\saves\FreePlay_13x.zip
  23.126 Info Scenario.cpp:127: Map version 0.13.15-0
  23.971 Checksum for script C:/Users/Martin/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 900459546
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  24.021 Checksum for script __upgrade-planner__/control.lua: 4184404664
  24.031 Checksum for script __FARL__/control.lua: 2019122666
 131.431 Loading map C:\Users\Martin\AppData\Roaming\Factorio\saves\_autosave7.zip
 131.476 Info Scenario.cpp:127: Map version 0.13.15-0
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 132.367 Checksum for script __upgrade-planner__/control.lua: 4184404664
 132.377 Checksum for script __FARL__/control.lua: 2019122666
8405.808 Loading map C:\Users\Martin\AppData\Roaming\Factorio\saves\_autosave2.zip
8405.858 Info Scenario.cpp:127: Map version 0.13.15-0
8407.009 Checksum for script C:/Users/Martin/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 900459546
8407.020 Checksum for script __blueprint-string__/control.lua: 122459543
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8407.029 Checksum for script __EvoGUI__/control.lua: 1609825346
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8407.034 Checksum for script __launch-control__/control.lua: 2103503178
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8407.061 Checksum for script __upgrade-planner__/control.lua: 4184404664
8407.072 Checksum for script __FARL__/control.lua: 2019122666
8432.675 Loading map C:\Users\Martin\AppData\Roaming\Factorio\saves\_autosave1.zip
8432.729 Info Scenario.cpp:127: Map version 0.13.15-0
8433.886 Checksum for script C:/Users/Martin/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 900459546
8433.898 Checksum for script __blueprint-string__/control.lua: 122459543
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8433.938 Checksum for script __Treefarm-Lite__/control.lua: 2336180288
8433.941 Checksum for script __upgrade-planner__/control.lua: 4184404664
8433.951 Checksum for script __FARL__/control.lua: 2019122666
19680.192 Loading map C:\Users\Martin\AppData\Roaming\Factorio\saves\_autosave1.zip
19680.245 Info Scenario.cpp:127: Map version 0.13.15-0
19681.822 Checksum for script C:/Users/Martin/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 900459546
19681.833 Checksum for script __blueprint-string__/control.lua: 122459543
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19681.861 Checksum for script __rso-mod__/control.lua: 3841068283
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19681.874 Checksum for script __upgrade-planner__/control.lua: 4184404664
19681.885 Checksum for script __FARL__/control.lua: 2019122666
19707.764 Loading map C:\Users\Martin\AppData\Roaming\Factorio\saves\_autosave1.zip
19707.815 Info Scenario.cpp:127: Map version 0.13.15-0
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19805.731 Loading map C:\Users\Martin\AppData\Roaming\Factorio\saves\Attacking2.zip
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19807.479 Checksum for script __upgrade-planner__/control.lua: 4184404664
19807.489 Checksum for script __FARL__/control.lua: 2019122666
19979.883 Loading map C:\Users\Martin\AppData\Roaming\Factorio\saves\Attacking2.zip
19979.936 Info Scenario.cpp:127: Map version 0.13.15-0
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19981.589 Checksum for script __Treefarm-Lite__/control.lua: 2336180288
19981.592 Checksum for script __upgrade-planner__/control.lua: 4184404664
19981.602 Checksum for script __FARL__/control.lua: 2019122666
20000.665 Goodbye
The screenshot "bug" should be made in a seperate thread, as it is unrelated to the red circuit "bug".

EDIT: Confirmed with save and mod configuration on vanilla. Going to track the cause now...

EDIT: If one empties the crafting queue, and disables handcrafting with `/c game.player.force.manual_crafting_speed_modifier=-1`, more time for seeing what is going on is allowed.

From the empty queue, it can be seen that only a single speed module 3 can be produced, which would be required for the armor. If one queues the speed module up, the armor is still able to be crafted. I have a feeling this issue is related to the changes in how the handcrafting queue operates, in that things think that results from handcraftings are available when they actually aren't. I'll try to develop and test a case with inserters.
Last edited by TruePikachu on Thu Aug 11, 2016 6:52 pm, edited 1 time in total.
Loewchen
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Re: [Pending] Red Circuits don't require plastics

Post by Loewchen »

I think I know what causes it, its the "fix" for the intermediate utilization.
Edit: See here: viewtopic.php?f=11&t=29910&start=10
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TruePikachu
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Re: [Pending] Red Circuits don't require plastics

Post by TruePikachu »

Loewchen wrote:I think I know what causes it, its the "fix" for the intermediate utilization.
Pesky ninjas :)

Easy test case: have your full inventory empty save for two iron plates, two gears, and a single green circuit. This is enough to craft a long-handed inserter from raw materials, but if you queue the normal inserter before the long-handed inserter, and the long-handed is queued before the normal completes, you get both items out of the crafting, with the missing materials apparently coming out of nothing. Cancelling the erronous crafting operation does not yield a profit of materials, however.
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Re: *[13.15] Handcrafting: Possible to circumvent intermediates

Post by Oxyd »

Yep, it counts the speed module 3 that's being crafted as something you have in your inventory, but doesn't actually use it for crafting the power armour.

Easy fix, though – fixed in 0.13.16.
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