By setting a (decider here) combinator inactive with
/c game.player.selected.active = false
and then
/c game.player.selected.active = true
The counter does not start counting up as expected. (The red circle does go away)
If you save the game and then reload it begins functioning as expected.
[0.16.51] Setting combinator inactive then active doesn't update it
[0.16.51] Setting combinator inactive then active doesn't update it
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- active.zip
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Re: [0.16.51] Setting combinator inactive then active doesn't update it
Confirmed. I also made a desync demo.
Steps to reproduce:
1. Host this game in multiplayer.
2. Run these commands on different ticks.
3. Invite a friend to join.
4. Desync!
Steps to reproduce:
1. Host this game in multiplayer.
2. Run these commands on different ticks.
Code: Select all
/c game.player.surface.find_entities_filtered{name="decider-combinator"}[1].active = false
Code: Select all
/c game.player.surface.find_entities_filtered{name="decider-combinator"}[1].active = true
4. Desync!
Re: [0.16.51] Setting combinator inactive then active doesn't update it
Or just use /toggle-heavy-mode :)
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
Re: [0.16.51] Setting combinator inactive then active doesn't update it
Thanks for the report. Combinators aren't meant to ever be inactive so I changed it to ignore setting active=false for 0.17.
If you want to get ahold of me I'm almost always on Discord.