Perfect! Thank you for the fix!
(I agree that it is silly to set the value to 1, and thus the performance-issue seems not terribly important)
Search found 20 matches
- Tue Aug 06, 2024 4:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.109] Low /perf-avg-frames impacts other players
- Replies: 5
- Views: 794
- Tue Aug 06, 2024 3:27 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.109] Low /perf-avg-frames impacts other players
- Replies: 5
- Views: 794
Re: [1.1.109] Low /perf-avg-frames impacts other players
ok, it took me a while to reproduce (which surprised me, because it reliably reproduced). But now I have a reliable reproduction. It is likely related to either map generation or charting. Specifically, when those activities are happening, and `/perf-avg-frames 1` has been run, then scrolling around...
- Sat Aug 03, 2024 6:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.109] Low /perf-avg-frames impacts other players
- Replies: 5
- Views: 794
[1.1.109] Low /perf-avg-frames impacts other players
What did you do? In a multiplayer game, I experimented with running "/perf-avg-frames 1" and "/perf-avg-frames 100" with a friend. What happened? When either of us ran "/perf-avg-frames 1", it impacted the other as well. This has two impacts: one is that the FPS/UPS cou...
- Tue Jul 23, 2024 9:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.107] Nested blueprint books exhaust server memory
- Replies: 7
- Views: 1355
Re: [1.1.107] Nested blueprint books exhaust server memory
Awesome! Thank you.
- Fri Jun 21, 2024 9:18 pm
- Forum: Pending
- Topic: [1.1.107] Biter group stuck after pathing near water
- Replies: 2
- Views: 576
Re: [1.1.107] Biter group stuck after pathing near water
I can reproduce the same error message by waiting for the code to run (including choosing waypoints), and then use /editor to add a bunch of water on/near the waypoint.
Here is a save that will reproduce the issue (game.print is called with the coordinates of the stuck unit group when it happens).
Here is a save that will reproduce the issue (game.print is called with the coordinates of the stuck unit group when it happens).
- Thu Jun 20, 2024 5:05 am
- Forum: Modding help
- Topic: Unit Group pathing failures
- Replies: 3
- Views: 359
- Thu Jun 20, 2024 5:05 am
- Forum: Pending
- Topic: [1.1.107] Biter group stuck after pathing near water
- Replies: 2
- Views: 576
[1.1.107] Biter group stuck after pathing near water
I work on the Biter Battles scenario. This uses custom scenario code to spawn biter attack waves, have the waves travel to a waypoint, and then attack the player after going to that waypoint. We somewhat frequently have biter attack groups encounter a pathfinding error (defines.behavior_result.fail)...
- Wed Jun 19, 2024 11:35 pm
- Forum: Modding help
- Topic: Unit Group pathing failures
- Replies: 3
- Views: 359
Re: Unit Group pathing failures
oh, I intended to post this into Bug Reports instead of Modding help... my bad
- Wed Jun 19, 2024 11:34 pm
- Forum: Minor issues
- Topic: Performance problem with pathing
- Replies: 7
- Views: 1299
Re: Performance problem with pathing
Thanks for the continued insights! If you want an easy-to-reproduce case of this slowdown, we actually have a benchmark/performance testing framework that is currently demonstrating this behavior reliably. If you use ./benchmarking/run_benchmark.sh from https://github.com/Factorio-Biter-Battles/Fact...
- Wed Jun 19, 2024 11:08 pm
- Forum: Modding help
- Topic: Unit Group pathing failures
- Replies: 3
- Views: 359
Unit Group pathing failures
I work on the Biter Battles scenario. This uses custom scenario code to spawn biter attack waves, have the waves travel to a waypoint, and then attack the player after going to that waypoint. We somewhat frequently have biter attack groups encounter a pathfinding error (defines.behavior_result.fail)...
- Sat May 25, 2024 12:06 am
- Forum: Minor issues
- Topic: Performance problem with pathing
- Replies: 7
- Views: 1299
Re: Performance problem with pathing
The slow part comes from the cache being so large it has to go over each cached entry to see if one is valid to use. Thank you for this explanation! We are moving our settings to be closer to vanilla: https://github.com/Factorio-Biter-Battles/Factorio-Biter-Battles/pull/527 We will likely still str...
- Sun May 12, 2024 3:25 pm
- Forum: Minor issues
- Topic: Performance problem with pathing
- Replies: 7
- Views: 1299
Re: Performance problem with pathing
So it sounds like it could in fact be the pathfinder in some capacity, if the stickers are causing damage, and that damage is causing new path requests. While I agree that, in theory, this could be due to the changes that our scenario makes to the pathfinder settings, if you actually load this save ...
- Sat May 11, 2024 11:42 pm
- Forum: Minor issues
- Topic: Performance problem with pathing
- Replies: 7
- Views: 1299
Performance problem with pathing
During a recent Biter Battles game, performance completely cratered for ~30 seconds at one point (everything went to ~10 UPS for a while, and all clients with slower computers were eventually dropped for inability to keep up). I grabbed a save in the middle of this: https://drive.google.com/file/d/1...
- Sun May 05, 2024 2:19 am
- Forum: Modding interface requests
- Topic: Allow mods/scenarios to filter chat messages
- Replies: 0
- Views: 269
Allow mods/scenarios to filter chat messages
This is a general request of "allow mods to control/augment/filter chat messages" - and a possible proposal to do it via something like "game.do_not_print_broadcasted_chat_messages = true". This would then allow a scenario/mod to register an on_console_chat event handler, and man...
- Sat Apr 27, 2024 7:43 pm
- Forum: Modding interface requests
- Topic: on_pre_console_chat (or on_cancel_console_chat)
- Replies: 13
- Views: 4508
Re: on_pre_console_chat (or on_cancel_console_chat)
I want to +1 the general request of "allow mods to control/augment/filter chat messages" - I don't care too much about what the implementation is. In Biter Battles, we have three relevant forces, "north", "south", and "spectator". It is very helpful if we can ...
- Wed Apr 24, 2024 12:28 am
- Forum: Already exists
- Topic: Add interface for research_progress for not-currently-researching technologies
- Replies: 2
- Views: 603
- Mon Apr 22, 2024 3:36 am
- Forum: Already exists
- Topic: Add interface for research_progress for not-currently-researching technologies
- Replies: 2
- Views: 603
Add interface for research_progress for not-currently-researching technologies
Specifically, if someone starts researching a technology, and then switches to a different one, I believe that it is no longer possible to tell how much progress has been made on the first technology via the Lua APIs. (because `LuaForce.research_progress` only tells you about the current research) I...
- Tue Mar 12, 2024 5:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.101][Linux] --load-scenario sets height and width to 50
- Replies: 3
- Views: 912
Re: [1.1.101][Linux] --load-scenario sets height and width to 50
I just wanted to report that I have run in to this as well. I am a developer for the biter battles scenario, and it is slightly difficult/annoying for me to test it. Specifically, I wish that there was something that behaved the same as --start-server-load-scenario, but loaded the game with a GUI (i...
- Wed Nov 08, 2023 2:38 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.94] Technology research notification does not include force name
- Replies: 1
- Views: 657
[1.1.94] Technology research notification does not include force name
In BiterBattles, two forces ("north" and "south") compete with one another on the same surface. Additionally, there is a spectator force that is friendly to both forces that can watch the game. Members of the spectator force receive technology research notifications from both &qu...
- Thu Dec 03, 2020 4:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
- Replies: 21
- Views: 33592
Re: [Lubomir] [1.1.1] Power Pole connections saved in Blueprints lead to pseudo random connection behavior.
I can brainstorm two possible solution shapes: One might be that, when generating a blueprint, detect if the source had all powerpoles in the same power network, and yet the generated blueprint has multiple networks, try and add connections to the generated blueprint that connect to the same network...