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by SteelGiant
Tue Jul 02, 2019 9:30 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.53] Worms listed in bonus screen for bonus attack damage
Replies: 7
Views: 3761

Re: [0.17.53] Worms listed in bonus screen for bonus attack damage

I have just run another test to rule out it not being to do with version .53.

I have loaded my last 0.17.52 save with .53 and then reverted my install to .52 and tried it again. The when loaded with .52 the save does not have the problem. Log file for loading in .53 attached.
by SteelGiant
Mon Jul 01, 2019 11:49 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.53] Gun turrets and laser turrets have damage bonus applied twice
Replies: 2
Views: 804

Re: [0.17.53] Gun turrets and laser turrets have damage bonus applied twice

See my post in the other thread https://forums.factorio.com/viewtopic.php?f=29&t=72779#p439927, same save game has both problems. The stats are there after a restart of the game and a fresh load whether multiplayer or singleplayer. We have both seen the same strange bonus applications, and haven...
by SteelGiant
Mon Jul 01, 2019 11:45 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.53] Worms listed in bonus screen for bonus attack damage
Replies: 7
Views: 3761

Re: [0.17.53] Worms listed in bonus screen for bonus attack damage

No mods or console commands have ever been used in this save. This is in a pure vanilla game, although on marathon/deathworld. I have been playing it multiplayer with someone else and we both saw the same bonus screen with no desyncs. I checked I had never used console commands by seeing that the &q...
by SteelGiant
Mon Jul 01, 2019 8:43 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.53] Gun turrets and laser turrets have damage bonus applied twice
Replies: 2
Views: 804

[0.17.53] Gun turrets and laser turrets have damage bonus applied twice

It appears (see screenshot) that laser turrets get two damage bonuses from both laser turret damage and bullet damage that stack multiplicatively.

Gun turrets get their gun turret damage bonus and the bullet damage bonus twice.
by SteelGiant
Mon Jul 01, 2019 8:22 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.53] Worms listed in bonus screen for bonus attack damage
Replies: 7
Views: 3761

[Rseding91] [0.17.53] Worms listed in bonus screen for bonus attack damage

It appears that as of 0.17.53 worms are listed in the bonus window in a vanilla (marathon, deathworld) game, showing bonus damage. The amount of bonus damage appears to be the same value as my bullet damage value. It does not appear that this damage bonus is being applied to enemy worms, presumably ...
by SteelGiant
Fri Jun 14, 2019 11:15 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.49] Multiplayer crash: pathfinder.cpp (799): PathFinder::update
Replies: 4
Views: 2029

Re: [Oxyd] [0.17.49] Multiplayer crash: pathfinder.cpp (799): PathFinder::update

The crash happened twice within a couple of minutes of this save. Both times I was laying some new landfill south of the nuclear plant and my friend was engaging the biters to the north east of our base - I believe that there may be an artillery barrage going on during the save. We've had about 90 h...
by SteelGiant
Thu Jun 13, 2019 8:38 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.49] Multiplayer crash: pathfinder.cpp (799): PathFinder::update
Replies: 4
Views: 2029

Re: [0.17.49] Multiplayer crash: pathfinder.cpp (799): PathFinder::update

Another crash - log shows a desync.

We were getting some lag this evening. Don't think either of our internet connections had problems.
by SteelGiant
Wed May 22, 2019 5:04 pm
Forum: Pending
Topic: [0.17.42] Weapons bar broken - unable to click on weapons
Replies: 3
Views: 655

Re: [0.17.42] Weapons bar broken - unable to click on weapons

... and unfortunately having restarted my computer today and retrying the attached save that reproducibly gave me the problem after restarting yesterday, it seems that weapon selection is working fine for me today. Don't know what the problem was, and if I can't reproduce with that save any more I d...
by SteelGiant
Wed May 22, 2019 11:50 am
Forum: Pending
Topic: [0.17.42] Weapons bar broken - unable to click on weapons
Replies: 3
Views: 655

Re: [0.17.42] Weapons bar broken - unable to click on weapons

It looks like the save attachment to the original post failed. I have tried another couple of times, but it doesn't seem to be working.

Here is a link to the save (17.5MB) from google drive:

https://drive.google.com/open?id=1be9Vj ... Q24LL3EwBH

EDIT: log file also attached
by SteelGiant
Tue May 21, 2019 7:48 pm
Forum: Pending
Topic: [0.17.42] Weapons bar broken - unable to click on weapons
Replies: 3
Views: 655

[0.17.42] Weapons bar broken - unable to click on weapons

In this save my character (SteelGiant) is unable to click on weapons in the weapons bar. When clicked it causes all keyboard inputs to fail (unable to walk or open inventory). Able to get unstuck by clicking on another item like a chest. Unable to remove weapons from weapon bar. Added a new weapon a...
by SteelGiant
Sun May 19, 2019 9:49 am
Forum: Resolved Problems and Bugs
Topic: [wheybags][0.17.41] Tiles icon broken in pollution statistics panel
Replies: 2
Views: 1460

[wheybags][0.17.41] Tiles icon broken in pollution statistics panel

Tiles icon in the pollution window used to appear as the same as the landfill icon. Since 0.17.40 or .41 the icon is now just a white square. This has happened for both me and a friend who are doing a multiplayer game.
by SteelGiant
Fri Nov 04, 2016 2:43 pm
Forum: Mods
Topic: [MOD 0.12.x] Marathon 1.0.3
Replies: 204
Views: 97117

Re: [MOD 0.12.x] Marathon 1.0.3

I think the nerf to solid fuel goes too far. In the current setup, unlike the 50% nerf to other fuel values, it actually makes solid fuel non viable for supporting a factory. The only way to sustainably support a base is to use solar panels. I have run the full numbers in detail, but just to give a ...
by SteelGiant
Sat Jan 09, 2016 4:26 pm
Forum: News
Topic: Friday Facts #120 - Spidertron
Replies: 123
Views: 94418

Re: Friday Facts #120 - Spidertron

Of course this opens the door for a new class of giant spider enemy biters. This would add great variety to the available enemies in the game, as well as interesting new mechanics if they're able to walk over walls and small tracts of water.

I, for one, welcome our new hideous arachnid overlords.
by SteelGiant
Thu Apr 02, 2015 8:17 pm
Forum: General discussion
Topic: Player position affects biter attacks
Replies: 27
Views: 12294

Re: Player position affects biter attacks

20x game speed? FFFFFFFFUUUUUUUUUUUUUUUUUUU :oops:

Yes that might make these tests slightly more efficient...
by SteelGiant
Wed Apr 01, 2015 6:40 pm
Forum: General discussion
Topic: Player position affects biter attacks
Replies: 27
Views: 12294

Re: Player position affects biter attacks

This is really great, thanks for doing some more testing. Your test map is a lot better than mine in terms of symmetry. Interesting that in your example you did not see any evidence of player position. When you say the results were always the same, do you mean that they were deterministically identi...
by SteelGiant
Tue Mar 31, 2015 6:34 pm
Forum: General discussion
Topic: Player position affects biter attacks
Replies: 27
Views: 12294

Re: Player position affects biter attacks

This is basically what happens. You can see it in action if you turn on the "Active Chunks": The vicinity around the player is always more active. If the active chunks contain biter nests, they will spawn biters, while biter nests not in active chunks will go mostly inert. Since the playe...
by SteelGiant
Tue Mar 31, 2015 3:54 pm
Forum: General discussion
Topic: Player position affects biter attacks
Replies: 27
Views: 12294

Re: Player position affects biter attacks

Just thought I should point out a potential "reason" or answer to this from the game's programming point of view. (In general game programming, not this one specifically.) But, it is likely that the farther an entity is from the player, this slower it "ticks" or "thinks&quo...

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