Search found 20 matches

by netherous
Wed Dec 30, 2020 1:11 am
Forum: Technical Help
Topic: [1.0.0] Game crash. Kr2 + SpaceEx. HeatBufferManager.cpp:213: Didn't record all update indexes: 0 != 1.
Replies: 3
Views: 1093

Re: [1.0.0] Game crash. Kr2 + SpaceEx. HeatBufferManager.cpp:213: Didn't record all update indexes: 0 != 1.

https://drive.google.com/file/d/1yWe9VYZJdnBWEdM3V6duUtTfyI-WJ9pA/view?usp=sharing So if I load this up and do nothing, I crash almost precisely 30 seconds in. If instead I view the "Calidus Asteroid Belt 2" surface and order my bots to deconstruct the whole assembly of 8 condensor turbine...
by netherous
Tue Dec 29, 2020 6:53 pm
Forum: Technical Help
Topic: [1.0.0] Game crash. Kr2 + SpaceEx. HeatBufferManager.cpp:213: Didn't record all update indexes: 0 != 1.
Replies: 3
Views: 1093

Re: [1.0.0] Game crash. Kr2 + SpaceEx. HeatBufferManager.cpp:213: Didn't record all update indexes: 0 != 1.

Deconstructing all the condensor turbines and connected heat entities before the game could crash appears to have averted the crash, which makes me think it really is this particular setup of entities that is causing the crash. Still having trouble uploading the save game though.
by netherous
Tue Dec 29, 2020 6:08 pm
Forum: Technical Help
Topic: [1.0.0] Game crash. Kr2 + SpaceEx. HeatBufferManager.cpp:213: Didn't record all update indexes: 0 != 1.
Replies: 3
Views: 1093

[1.0.0] Game crash. Kr2 + SpaceEx. HeatBufferManager.cpp:213: Didn't record all update indexes: 0 != 1.

I'm crashing reliably about 10 seconds after loading a game. The game is fairly mod-heavy and involves both Krastorio2 and Space Exploration. I had played about 70 hours on the save with no issues. The stack trace is Factorio crashed. Generating symbolized stacktrace, please wait ... c:\cygwin64\tmp...
by netherous
Sat Feb 16, 2019 12:49 am
Forum: Gameplay Help
Topic: Very few bots are utilized for construction jobs (Modded AB Game)
Replies: 21
Views: 7423

Re: Very few bots are utilized for construction jobs (Modded AB Game)

Illiander42 wrote: Sat Feb 09, 2019 10:50 am Are you certain that it's not just your main construction network is "owning" that ghost, and the construction bots are in-flight?
All tests you see in the gif took place out in the middle of nowhere with no other roboport networks anywhere near.
by netherous
Sat Feb 16, 2019 12:44 am
Forum: Gameplay Help
Topic: Very few bots are utilized for construction jobs (Modded AB Game)
Replies: 21
Views: 7423

Re: Very few bots are utilized for construction jobs (Modded AB Game)

I´m experiencing this for a long time now, over different saves with minor mod differences, never bothered to write it down so detailed. Only saw this now and since its seems quite uncommon I thought i back you up. But your gifs tell the story anyway. Since i play AB for almost a year now, i cant r...
by netherous
Thu Jan 31, 2019 9:03 pm
Forum: Technical Help
Topic: I could really use some help trying to save my megabase from UPS death
Replies: 16
Views: 6151

Re: I could really use some help trying to save my megabase from UPS death

i downloaded it as well, and i hate to say that its too big even for my standards :D Deleting alien biomes instantly bumped me up 5 UPS. no idea how... It all turn to grass when deleting biomes tho, so it looks like a huge colf corse... I had this when i wanted to replicate KoS´ PY series which qui...
by netherous
Thu Jan 31, 2019 4:30 pm
Forum: Technical Help
Topic: I could really use some help trying to save my megabase from UPS death
Replies: 16
Views: 6151

Re: I could really use some help trying to save my megabase from UPS death

Of the time spent each tick: 84.61% is spent in update() - the rest is spent rendering. Of that 84.61%: 5% is calling on_tick for mods 5.5% is spent updating the minimap from all the radars you've got active 12.4% is spent transferring energy around electric networks 3% is spent updating transport ...
by netherous
Thu Jan 31, 2019 6:56 am
Forum: Technical Help
Topic: I could really use some help trying to save my megabase from UPS death
Replies: 16
Views: 6151

Re: I could really use some help trying to save my megabase from UPS death

> Generally the more chunks you generate the bigger your save gets. Revealed chunks use up more resources than those in fog of war. I've noticed the save has got up to 250MB. I can trim it as low as 150MB by removing decoratives and entities and other things, but doing so didn't really help my UPS p...
by netherous
Thu Jan 31, 2019 2:13 am
Forum: Gameplay Help
Topic: Very few bots are utilized for construction jobs (Modded AB Game)
Replies: 21
Views: 7423

Re: Very few bots are utilized for construction jobs (Modded AB Game)

If anyone has this same problem and finds this thread, I mitigated the problem by setting a deconstruction planner to tile ghosts + entity ghosts, temporarily blueprinting anything the bots were being slow to build, deconstructing the ghosts, then plopping the copied blueprint right back down to pla...
by netherous
Thu Jan 31, 2019 2:02 am
Forum: Technical Help
Topic: I could really use some help trying to save my megabase from UPS death
Replies: 16
Views: 6151

Re: I could really use some help trying to save my megabase from UPS death

Deleting all "rail-signal" and "rail-chain-signal" netted me 18 UPS. I find this very odd since 0 locomotives existed and the game reported no significant time spent under the Trains section. Chunks with only signals in them do not seem to be considered active chunks. Disabling L...
by netherous
Thu Jan 31, 2019 1:26 am
Forum: Technical Help
Topic: I could really use some help trying to save my megabase from UPS death
Replies: 16
Views: 6151

I could really use some help trying to save my megabase from UPS death

My AngelBob megabase which isn't even 20% done has two problems: 1) UPS has dropped to 22 2) The game has grown to often exceed 10g while running, causing Windows to hard crash and forcing a cold reboot Sometimes the memory usage drops down to 4-5g and the game keeps running fine, as though it has p...
by netherous
Sat Jan 19, 2019 11:50 pm
Forum: Gameplay Help
Topic: Very few bots are utilized for construction jobs (Modded AB Game)
Replies: 21
Views: 7423

Re: Very few bots are utilized for construction jobs (Modded AB Game)

Ok so after spending all day experimenting with different robots, roboports, and other conditions, I came to an initial testable hypothesis: This is a game bug that occurs on any tile and entity ghosts initially placed far from your character with a blueprint. I can reproduce the behavior over and o...
by netherous
Sat Jan 19, 2019 9:01 pm
Forum: Gameplay Help
Topic: Very few bots are utilized for construction jobs (Modded AB Game)
Replies: 21
Views: 7423

Re: Very few bots are utilized for construction jobs (Modded AB Game)

Since this is only happening when you are laying a few tracks and not at the huge crossing, maybe you can use FARL to lay down the long distance train tracks. I thought of that :( But what I'm laying down is a grid with enough crossings that I'm not sure it would save me time. I don't think I could...
by netherous
Sat Jan 19, 2019 4:48 am
Forum: Gameplay Help
Topic: Very few bots are utilized for construction jobs (Modded AB Game)
Replies: 21
Views: 7423

Re: Very few bots are utilized for construction jobs (Modded AB Game)

Do you happen to have lots of other constructions going on in other parts of the factory when this happens? 0 other construction, 0 other ghosts ANYWHERE, as I mentioned. It almost feels like poor UPS is starving the time that the game spends assigning bots or something. By the way the exact same b...
by netherous
Sat Jan 19, 2019 3:10 am
Forum: Gameplay Help
Topic: Very few bots are utilized for construction jobs (Modded AB Game)
Replies: 21
Views: 7423

Re: Very few bots are utilized for construction jobs (Modded AB Game)

Can someone help me understand what's going on here? I can't lay hundreds of miles of rails a few tracks at a time. I could believe that there is some compelling technical reason that the game cannot rapidly dispatch robots to jobs under these circumstances, but from a gameplay perspective, this fe...
by netherous
Sat Jan 19, 2019 2:07 am
Forum: Gameplay Help
Topic: Very few bots are utilized for construction jobs (Modded AB Game)
Replies: 21
Views: 7423

Very few bots are utilized for construction jobs (Modded AB Game)

I'm constructing an AngelBob's megabase and laying out a LOT of infrastructure while doing so. Part of this involves a pretty massive grid system of tracks for which I have all segments blueprinted. I'm carrying 11 Personal Roboport Mk2s in my suit which supports 275 Fusion Powered Construction Robo...
by netherous
Fri Jan 18, 2019 2:14 am
Forum: Logistic Train Network
Topic: Can't get nuclear fuel stop to work ever though all my other stops work
Replies: 2
Views: 1333

Can't get nuclear fuel stop to work ever though all my other stops work

I'm building an AngelBob's megabase (or trying to) and I have a stop set up to bring nuclear fuel into the center of a large depot. Although my other stops all seem to be working, I cannot get any orders to ever be generated to bring nuclear fuel from the requester to the provider. Some things I've ...
by netherous
Sun Aug 12, 2018 3:13 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 587556

Re: [MOD 0.14] AAI Programmable Vehicles

I had problems with the Warden too. I think I still have a save where it's easy to recreat the crash. I'm trying AAI again and having a lot of fun with it in my Angel+Bobs+Py run. One problem though is that every vehicle put down starts in Auto:Off (blue) AI mode when placed. If I try to mine it it...
by netherous
Fri Aug 10, 2018 2:42 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 587556

Re: [MOD 0.14] AAI Programmable Vehicles

I'm trying AAI again and having a lot of fun with it in my Angel+Bobs+Py run. One problem though is that every vehicle put down starts in Auto:Off (blue) AI mode when placed. If I try to mine it it will say "This cannot be mined while anyone is in it or the AI is switched on." To pick up t...

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