Search found 24 matches

by cliff_build
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.
by cliff_build
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 ...
by cliff_build
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)
by cliff_build
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 ...
by cliff_build
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 ...
by cliff_build
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).
by cliff_build
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 ...
by cliff_build
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
by cliff_build
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 ...
by cliff_build
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 ...
by cliff_build
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 ...
by cliff_build
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 ...
by cliff_build
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 ...
by cliff_build
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 ...
by cliff_build
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 ...

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