[Oxyd] [16.6] Frozen Biters

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staviq
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[Oxyd] [16.6] Frozen Biters

Post by staviq » Tue Dec 19, 2017 11:07 am

I have noticed some biters are frozen and not moving, even though they are in radar range, and there is quite a pollution source next to them:

Image

Top left. They are completly sill and not moving, and not animating.

I have disabled all mods and tried again, but they are still not moving.
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sicklag
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Re: [0.16] Frozen Biters

Post by sicklag » Tue Dec 19, 2017 1:02 pm

.
Last edited by sicklag on Wed Jan 10, 2018 8:00 pm, edited 1 time in total.

dreamworkeraholic
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Re: [16.6] Frozen Biters

Post by dreamworkeraholic » Wed Dec 20, 2017 5:35 pm

Same thing. If biters get out of you sight, then they have freezed (You still can observe them from map). If you build transport belt toward biters location, step on belt (and start moving to them) and open map, then when you approach enough they begin moving around.
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dreamworkeraholic
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Re: [16.6] Frozen Biters

Post by dreamworkeraholic » Wed Dec 20, 2017 5:45 pm

Approached close to them (they begin moving)
Screenshot from 2017-12-20 20-38-52.png
Screenshot from 2017-12-20 20-38-52.png (2.61 MiB) Viewed 1935 times
And again went far away
Screenshot from 2017-12-20 20-40-03.png
Screenshot from 2017-12-20 20-40-03.png (2.63 MiB) Viewed 1935 times
Annndd they stop rushing y base!

Mithos
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Re: [Oxyd] [16.6] Frozen Biters

Post by Mithos » Thu Dec 21, 2017 7:58 pm

I've been experiencing frozen biters, too. It's been this way since 16.0 and first I thought that biter aggression levels have been reduced.

This is what I saw in 16.6
Image


I tried to activate them with some artillery shells, but they didn't care
Image


And now in 16.7, I'm getting some attacks again. But most of the biters are still stuck.
Image

I haven't been anywhere near them or used artillery against them since the patch, though.

fochristo
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Re: [Oxyd] [16.6] Frozen Biters

Post by fochristo » Wed Dec 27, 2017 10:22 am

I have the same issue. And now with the artillery there is a new side effect : When artillery attacks, bitters must attack the artillery, but they stay stucked.
But, after a while, I decided to go to kill them manually, and they disappear (I SEE them on my screen, and they disappear), even some of them are moving before vanishing. It occurs only if I stay out of range and after 2 or 3 seconds. If I walk to them, they attack me and never disappear.
Not all the biters disappear, but a large amout of them.

Terca
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Re: [Oxyd] [16.6] Frozen Biters

Post by Terca » Wed Dec 27, 2017 9:42 pm

Same here

FPS going low
i always have 60/60 but now i cant play

0.16.7
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Mithos
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Re: [Oxyd] [16.6] Frozen Biters

Post by Mithos » Sat Jan 06, 2018 1:09 pm

fochristo wrote:I have the same issue. And now with the artillery there is a new side effect : When artillery attacks, bitters must attack the artillery, but they stay stucked.
While they do try to move to my artillery train if they're not frozen already, they will get stuck and stop moving when I move the train out of their range.
fochristo wrote:But, after a while, I decided to go to kill them manually, and they disappear (I SEE them on my screen, and they disappear), even some of them are moving before vanishing. It occurs only if I stay out of range and after 2 or 3 seconds. If I walk to them, they attack me and never disappear.
Not all the biters disappear, but a large amout of them.
I can confirm disappearing biters, but I guess that's intended for biters who're unresponsive. I've seen disappearing robot army bots that tried to reach an unreachable target on an island. That mod uses the biter pathfinding code, so I guess it's intended to remove entities with pathfinding issues before they cause any stability issues.

Oxyd
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Re: [Oxyd] [16.6] Frozen Biters

Post by Oxyd » Mon Jan 08, 2018 4:14 pm

Thanks, fixed in 0.16.16.

Terca
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Re: [Oxyd] [16.6] Frozen Biters

Post by Terca » Fri Jan 26, 2018 2:22 pm

IT WORKS!!

Thank You Very Much
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