[0.16.51] Setting combinator inactive then active doesn't update it

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mulark
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[0.16.51] Setting combinator inactive then active doesn't update it

Post by mulark » Thu Nov 08, 2018 3:14 am

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.
Attachments
active.zip
(2.38 MiB) Downloaded 19 times

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DaveMcW
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Re: [0.16.51] Setting combinator inactive then active doesn't update it

Post by DaveMcW » Thu Nov 08, 2018 2:30 pm

Confirmed. I also made a desync demo.

Steps to reproduce:
1. Host this game in multiplayer.
combinator-desync.zip
(373.96 KiB) Downloaded 19 times

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
3. Invite a friend to join.
4. Desync!

Bilka
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Re: [0.16.51] Setting combinator inactive then active doesn't update it

Post by Bilka » Thu Nov 08, 2018 2:40 pm

DaveMcW wrote:
Thu Nov 08, 2018 2:30 pm
3. Invite a friend to join.
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.

Rseding91
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Re: [0.16.51] Setting combinator inactive then active doesn't update it

Post by Rseding91 » Mon Dec 24, 2018 11:24 pm

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.

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