Search found 15 matches
- Fri May 31, 2019 6:24 pm
- Forum: Won't fix.
- Topic: [Dominik][0.17.43] Crash on save after placing modded 1x1 entity with fluid box
- Replies: 4
- Views: 1945
Re: [Dominik][0.17.43] Crash on save after placing modded 1x1 entity with fluid box
Fixed the fluid box by correcting the pipe connection position to not be in the center of the entity.
- Tue May 28, 2019 11:17 pm
- Forum: Won't fix.
- Topic: [Dominik][0.17.43] Crash on save after placing modded 1x1 entity with fluid box
- Replies: 4
- Views: 1945
Re: [0.17.43] Crash on save after placing modded 1x1 entity with fluid box
UPDATE #2: Even with the crash resolved, the fluid box continues to exhibit incorrect behavior. Specifically, any time a save is loaded, the 1x1 furnace becomes unable to output fluid to any existing receiver (pipe, tank, etc.) until said receiver is deconstructed and a new one placed. Rotating the ...
- Tue May 28, 2019 6:54 pm
- Forum: Won't fix.
- Topic: [Dominik][0.17.43] Crash on save after placing modded 1x1 entity with fluid box
- Replies: 4
- Views: 1945
Re: [0.17.43] Crash on save after placing modded 1x1 entity with fluid box
UPDATE: The crash appears to have vanished after I removed the spurious "secondary_draw_orders = {north = -1}" specification from the fluid box. It makes sense that secondary_draw_order[ s ] wouldn't be sensible or expected if there is no 4-way (or other) pipe_pictures, but I would have expected the ...
- Tue May 28, 2019 5:05 pm
- Forum: Won't fix.
- Topic: [Dominik][0.17.43] Crash on save after placing modded 1x1 entity with fluid box
- Replies: 4
- Views: 1945
[Dominik][0.17.43] Crash on save after placing modded 1x1 entity with fluid box
I hit a crash on save after adding a new 1x1 furnace to my mod, placing an entity made via the new recipe onto the map, and using the furnace with an input (filled water barrels) that produced a water output. At least one autosave that took place partway through these actions did succeed. Here are ...
- Sat May 25, 2019 2:27 am
- Forum: Not a bug
- Topic: [0.17.42] Save of large map is extremely slow
- Replies: 9
- Views: 4988
Re: [0.17.42] Save of large map is extremely slow
I just remembered that the files you gave me all had .DS_STORE folders in them + you uploaded them through apple drive. Are you on a an apple laptop?
If so, that could explain your problem. Try bringing up a temperature monitoring software and see what the CPU temperatures are when autosave is ...
- Fri May 24, 2019 9:12 am
- Forum: Not a bug
- Topic: [0.17.42] Save of large map is extremely slow
- Replies: 9
- Views: 4988
Re: [0.17.42] Save of large map is extremely slow
Saving your map takes 8.4~ seconds for me.
Of that time, half is spent saving chunks/resources and half is spent compressing the resulting 400 MB of save data and writing it to disk. Both happen in parallel.
If it's taking considerably longer for you then your CPU and or hard drive are the ...
- Fri May 24, 2019 6:50 am
- Forum: Not a bug
- Topic: [0.17.42] Save of large map is extremely slow
- Replies: 9
- Views: 4988
Re: [0.17.42] Save of large map is extremely slow
Let me know if these links don't work:Rseding91 wrote: Fri May 24, 2019 6:42 am You'll need to upload it somewhere like dropbox/google drive/one drive.
https://www.icloud.com/iclouddrive/0cN_ ... OnAXA#mods
https://www.icloud.com/iclouddrive/0uOW ... dugUQ#save
- Fri May 24, 2019 5:43 am
- Forum: Not a bug
- Topic: [0.17.42] Save of large map is extremely slow
- Replies: 9
- Views: 4988
Re: [0.17.42] Save of large map is extremely slow
62,500 chunks really isn't that big. I have save files with 95,000 chunks and it takes 5~ seconds for an autosave.
Can you please post the save file and your mods folder (if using mods)?
I tried attaching the files to this post, but your forum server is having some difficulty:
<b>[phpBB ...
- Thu May 23, 2019 3:43 am
- Forum: Not a bug
- Topic: [0.17.42] Save of large map is extremely slow
- Replies: 9
- Views: 4988
[0.17.42] Save of large map is extremely slow
My current favorite map covers an area of 250x250 chunks (8000x8000 tiles), with the map generator set to produce extremely rich resources and equally rich biter bases, and all 62,500 chunks generated (some via exploration but mostly by console script). When dealing with this map, saving - in ...
- Sat May 18, 2019 10:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.41] Robots approach but never enter modded roboport
- Replies: 3
- Views: 2903
Re: [0.17.41] Robots approach but never enter modded roboport
Hm, yeah, I can see how that works after tinkering some more. In that case would it make sense to make failure to provide charging ports a hard error at startup if the roboport has inventory slots? It took me a long while to come to grips with this not being possible and understand why it was having ...
- Sat May 18, 2019 10:34 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.41] Robots approach but never enter modded roboport
- Replies: 3
- Views: 2903
[0.17.41] Robots approach but never enter modded roboport
I have a modded roboport entity with a void energy source; it is intended to provide logistic network connection and robot/repair pack storage, but to be unable to charge robots. No matter how I adjust the entity attributes, robots looking for a home while not in need of charging will approach the ...
- Sat May 04, 2019 7:41 pm
- Forum: Pending
- Topic: [Togos] [0.17.36] Autoplace settings cause pathological behavior in map generator
- Replies: 3
- Views: 2323
[Togos] [0.17.36] Autoplace settings cause pathological behavior in map generator
I have a mod which adds a new resource with autoplace constraints intended to create a density somewhere between stone and uranium. However, when using LuaSurface:regenerate_entity() and providing only the new resource entity and an area 400x400 chunks in size to operate in, the game takes an ...
- Sun Apr 21, 2019 6:32 am
- Forum: Modding interface requests
- Topic: An inactive roboport should disconnect from the logistic network
- Replies: 0
- Views: 799
An inactive roboport should disconnect from the logistic network
Right now, if a roboport entity's "active" flag is set to false, the roboport's animations will stop and it will no longer open for robots that approach it, but it still forms a LogisticCell connected to the LogisticNetwork, still charges its internal buffer as needed, and robots will wait forever ...
- Fri Apr 19, 2019 4:27 am
- Forum: Modding help
- Topic: What is the "heat-water-inside" boiler mode?
- Replies: 1
- Views: 984
What is the "heat-water-inside" boiler mode?
The documentation for the BoilerPrototype says that the mode setting can be either "output-to-separate-pipe" or "heat-water-inside", and cites the latter as the default. However, I can't find a single shred of information about how this mode actually works, and experimentation has proven useless ...
- Tue Apr 16, 2019 6:04 am
- Forum: Won't implement
- Topic: Limited item filter support for blueprint-book
- Replies: 2
- Views: 1367
Limited item filter support for blueprint-book
Right now blueprint-book can only contain actual blueprints - in particular, it's not possible to create a blueprint-book that can contain deconstruction-planners or upgrade-planners, or any combinations of the three. Even if such an entity isn't added to the base game, support on the book's item ...