Search found 11 matches

by _impish_
Wed Jan 29, 2025 3:09 pm
Forum: Technical Help
Topic: [2.0.32] Crash on linux
Replies: 5
Views: 467

Re: [2.0.32] Crash on linux

Ok, I'll keep trying. So far:

* Leaving a Space Age save running doesn't crash.
* Reloading the pyandons save crashed again (different trace, below).

If I can find a way to reliably trigger the crash in the save I'll post it. Are there any clues in where it crashed for what I can try to provoke it ...
by _impish_
Wed Jan 29, 2025 2:23 pm
Forum: Technical Help
Topic: [2.0.32] Crash on linux
Replies: 5
Views: 467

Re: [2.0.32] Crash on linux

What indicates that it is caused by system stability (I read your link but I'm not sure which of the points you are referring to)?

Since I posted, I disabled all the mods, reloaded the same save (which deletes most of the entities but leaves the trains running) and left the save running for 30mins ...
by _impish_
Wed Jan 29, 2025 1:48 pm
Forum: Technical Help
Topic: [2.0.32] Crash on linux
Replies: 5
Views: 467

[2.0.32] Crash on linux

Game seems to crash randomly within 5 minutes of playing. Attached a log. I don't think it relates to the save as it plays fine on windows, but attaching anyway in-case it is useful. Happy to supply more info if requested.
by _impish_
Sat May 06, 2023 6:40 am
Forum: Duplicates
Topic: 1.1.80 Crash (segv) on loading save
Replies: 1
Views: 630

1.1.80 Crash (segv) on loading save

Hi guys,

Game crashes with the attached save. Seems to be reproducible as it happened the first couple of times that I tried to load it.

Cheers,
The impish
by _impish_
Sun Feb 27, 2022 10:25 pm
Forum: PyMods
Topic: Caravans
Replies: 7
Views: 5086

Re: Caravans

I found the thing that I missed! The UI for the output blended in to FNEI and the other mods that I have running. Now that I can see and change the output names it is much easier.
by _impish_
Sat Feb 26, 2022 10:05 pm
Forum: PyMods
Topic: Caravans
Replies: 7
Views: 5086

Re: Caravans

I played a bit more and they are very cool when they are working. They get get walking bonuses on nexalit tiles, which increases the throughput a lot when they pathfind over them. High-speed caravans are a sight to behold!

In a grid they work ok if you stick to purely north-south or east-west ...
by _impish_
Mon Feb 21, 2022 10:14 pm
Forum: PyMods
Topic: Caravans
Replies: 7
Views: 5086

Re: Caravans

Some ideas for improving them:
* Remove the flip-flop behavior from the code so they don't take/put items from both start/end stations. Make them uni-directional so that they only take from the start station and put into the end station. This makes the stations more usable as warehouses and balances ...
by _impish_
Sat Feb 19, 2022 11:13 am
Forum: PyMods
Topic: Caravans
Replies: 7
Views: 5086

Caravans

Does anybody use caravans? They seem like a cool idea, but don't seem to work well at the moment. The cost seems too high compared to their carrying capacity. Pybots are much more flexible (many-chests to many-chests) while caravans are single-outpost to single-outpost. I would like to use them to ...
by _impish_
Tue Feb 01, 2022 8:09 am
Forum: PyMods
Topic: Anyone else playing with biters?
Replies: 22
Views: 15054

Re: Anyone else playing with biters?

Yes the curve drops off as the number of nests goes up (nice graph on the wiki page). I wanted to make sure that I could expand off the central area to the east and west before the evo hits 0.21. This is mainly so that I can get Sulfer for rockets before medium biters show up, and also because there ...
by _impish_
Wed Jan 26, 2022 12:38 pm
Forum: PyMods
Topic: Anyone else playing with biters?
Replies: 22
Views: 15054

Re: Anyone else playing with biters?

A bit of an update with some balancing info. Needing to expand east to get access to Sulfer (I can't make it directly from Fawogae without access to the metals for an Atomizer). Currently I've wiped out two medium sized biter villages (maybe 50 nests?) and evolution is on 0.09 already. So this ...
by _impish_
Sun Jan 23, 2022 6:01 pm
Forum: PyMods
Topic: Anyone else playing with biters?
Replies: 22
Views: 15054

Re: Anyone else playing with biters?

I've tried with biters a couple of times. What seems to work well is dragging the evolution from pollution and time sliders down to their minimum (it looks like it is off but it is actually a small non-zero value). Leave the evolution from killing bases turned up. This counteracts the extra length ...

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