Search found 40 matches
- Tue Jul 02, 2019 10:38 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.53] Worms listed in bonus screen for bonus attack damage
- Replies: 7
- Views: 5146
Re: [0.17.53] Worms listed in bonus screen for bonus attack damage
Fantastic. Was this the same thing as the turret damage bonus viewtopic.php?f=29&t=72781 ?
- 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: 5146
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.
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.
- 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: 1380
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...
- 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: 5146
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...
- 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: 1380
[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.
Gun turrets get their gun turret damage bonus and the bullet damage bonus twice.
- 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: 5146
[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 ...
- 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: 2917
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...
- 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: 2917
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.
We were getting some lag this evening. Don't think either of our internet connections had problems.
- Thu Jun 13, 2019 8:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.49] Multiplayer crash: pathfinder.cpp (799): PathFinder::update
- Replies: 4
- Views: 2917
- Wed May 22, 2019 5:04 pm
- Forum: Pending
- Topic: [0.17.42] Weapons bar broken - unable to click on weapons
- Replies: 3
- Views: 1207
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...
- Wed May 22, 2019 11:50 am
- Forum: Pending
- Topic: [0.17.42] Weapons bar broken - unable to click on weapons
- Replies: 3
- Views: 1207
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
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
- Tue May 21, 2019 7:48 pm
- Forum: Pending
- Topic: [0.17.42] Weapons bar broken - unable to click on weapons
- Replies: 3
- Views: 1207
[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...
- Mon May 20, 2019 2:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags][0.17.41] Tiles icon broken in pollution statistics panel
- Replies: 2
- Views: 2161
Re: [wheybags][0.17.41] Tiles icon broken in pollution statistics panel
Fantastic! Happy to be able to contribute.
- 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: 2161
[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.
- Fri Nov 04, 2016 2:43 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 118241
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 ...
- Sat Jan 09, 2016 4:26 pm
- Forum: News
- Topic: Friday Facts #120 - Spidertron
- Replies: 123
- Views: 116387
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.
I, for one, welcome our new hideous arachnid overlords.
- Thu Apr 02, 2015 8:17 pm
- Forum: General discussion
- Topic: Player position affects biter attacks
- Replies: 27
- Views: 15891
Re: Player position affects biter attacks
20x game speed? FFFFFFFFUUUUUUUUUUUUUUUUUUU
Yes that might make these tests slightly more efficient...
Yes that might make these tests slightly more efficient...
- Wed Apr 01, 2015 6:40 pm
- Forum: General discussion
- Topic: Player position affects biter attacks
- Replies: 27
- Views: 15891
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...
- Tue Mar 31, 2015 6:34 pm
- Forum: General discussion
- Topic: Player position affects biter attacks
- Replies: 27
- Views: 15891
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...
- Tue Mar 31, 2015 3:54 pm
- Forum: General discussion
- Topic: Player position affects biter attacks
- Replies: 27
- Views: 15891
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...