Search found 20 matches

by cliff_build
Tue Aug 06, 2024 4:25 pm
Forum: Fixed for 2.0
Topic: [1.1.109] Low /perf-avg-frames impacts other players
Replies: 5
Views: 597

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: Fixed for 2.0
Topic: [1.1.109] Low /perf-avg-frames impacts other players
Replies: 5
Views: 597

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...
by cliff_build
Sat Aug 03, 2024 6:13 pm
Forum: Fixed for 2.0
Topic: [1.1.109] Low /perf-avg-frames impacts other players
Replies: 5
Views: 597

[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...
by cliff_build
Fri Jun 21, 2024 9:18 pm
Forum: Bug Reports
Topic: [1.1.107] Biter group stuck after pathing near water
Replies: 2
Views: 473

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: Bug Reports
Topic: [1.1.107] Biter group stuck after pathing near water
Replies: 2
Views: 473

[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: 292

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: Bug Reports
Topic: Performance problem with pathing
Replies: 7
Views: 1134

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...
by cliff_build
Wed Jun 19, 2024 11:08 pm
Forum: Modding help
Topic: Unit Group pathing failures
Replies: 3
Views: 292

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: Bug Reports
Topic: Performance problem with pathing
Replies: 7
Views: 1134

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...
by cliff_build
Sun May 12, 2024 3:25 pm
Forum: Bug Reports
Topic: Performance problem with pathing
Replies: 7
Views: 1134

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: Bug Reports
Topic: Performance problem with pathing
Replies: 7
Views: 1134

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...
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: 235

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...
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: 4320

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 ...
by cliff_build
Mon Apr 22, 2024 3:36 am
Forum: Already exists
Topic: Add interface for research_progress for not-currently-researching technologies
Replies: 2
Views: 535

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...
by cliff_build
Tue Mar 12, 2024 5:03 pm
Forum: Fixed for 2.0
Topic: [1.1.101][Linux] --load-scenario sets height and width to 50
Replies: 3
Views: 729

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...
by cliff_build
Wed Nov 08, 2023 2:38 am
Forum: Bug Reports
Topic: [1.1.94] Technology research notification does not include force name
Replies: 0
Views: 504

[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...
by cliff_build
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: 33324

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...

Go to advanced search