Search found 24 matches
- Tue May 13, 2025 12:43 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [2.0.43] OSX only hang in mapgen code
- Replies: 6
- Views: 1856
- Sat May 10, 2025 2:08 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [2.0.43] OSX only hang in mapgen code
- Replies: 6
- Views: 1856
Re: [Strangepan] [2.0.43] OSX only hang in mapgen code
I'm so sorry, it was not the correct save. This is the correct one.
- Thu Apr 24, 2025 8:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [2.0.43] OSX only hang in mapgen code
- Replies: 6
- Views: 1856
[Genhis] [2.0.43] OSX only hang in mapgen code
What did you do?
I played a multiplayer game with the Warp-Drive-Machine mod with some windows PCs and an OSX (M1/arm64) laptop.
What happened?
The OSX factorio instance hangs soon after landing on a new planet. The windows instances work just fine.
What did you expect to happen instead? It ...
I played a multiplayer game with the Warp-Drive-Machine mod with some windows PCs and an OSX (M1/arm64) laptop.
What happened?
The OSX factorio instance hangs soon after landing on a new planet. The windows instances work just fine.
What did you expect to happen instead? It ...
- Wed Jan 29, 2025 4:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.9] LuaCommandable::set_command fails on next tick for attack command
- Replies: 3
- Views: 906
- 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: 1327
Re: [1.1.109] Low /perf-avg-frames impacts other players
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)
(I agree that it is silly to set the value to 1, and thus the performance-issue seems not terribly important)
- 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: 1327
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 ...
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 ...
- 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: 1327
[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 counters were hard to read ...
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 counters were hard to read ...
- 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: 2008
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: 930
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: 633
- Thu Jun 20, 2024 5:05 am
- Forum: Pending
- Topic: [1.1.107] Biter group stuck after pathing near water
- Replies: 2
- Views: 930
[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 ...
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: 633
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: 2114
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 ...
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 ...
- Wed Jun 19, 2024 11:08 pm
- Forum: Modding help
- Topic: Unit Group pathing failures
- Replies: 3
- Views: 633
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 ...
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: 2114
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 ...
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 ...
- Sun May 12, 2024 3:25 pm
- Forum: Minor issues
- Topic: Performance problem with pathing
- Replies: 7
- Views: 2114
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 ...
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: 2114
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 ...
- Sun May 05, 2024 2:19 am
- Forum: Modding interface requests
- Topic: Allow mods/scenarios to filter chat messages
- Replies: 0
- Views: 455
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 manually do the player ...
- Sat Apr 27, 2024 7:43 pm
- Forum: Modding interface requests
- Topic: on_pre_console_chat (or on_cancel_console_chat)
- Replies: 13
- Views: 5367
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 augment messages to indicate who can ...
In Biter Battles, we have three relevant forces, "north", "south", and "spectator". It is very helpful if we can augment messages to indicate who 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: 1170