Search found 1428 matches
- Fri Sep 20, 2019 12:03 pm
- Forum: General discussion
- Topic: aliens needs multithreading :/
- Replies: 40
- Views: 15987
Re: aliens needs multithreading :/
I don't understand what you mean. You find a path, give it to the biter, and the biter follows it. Once a path is found, it's found and there are no changes happening to it. well i mean, if the path finding did it's thing, it started the biter on the path it found and, for example, a player entity ...
- Fri Sep 20, 2019 11:26 am
- Forum: General discussion
- Topic: aliens needs multithreading :/
- Replies: 40
- Views: 15987
Re: aliens needs multithreading :/
a better fix might be for a fix limit of paths to be created from a artillery shot. so they will still look around but not spam new paths... One quick hack for that is to make all responders of a artillery shot into a single attack squad with a single path to follow. They do. Although it's more lik...
- Fri Sep 20, 2019 9:54 am
- Forum: General discussion
- Topic: aliens needs multithreading :/
- Replies: 40
- Views: 15987
Re: aliens needs multithreading :/
a better fix might be for a fix limit of paths to be created from a artillery shot. so they will still look around but not spam new paths... One quick hack for that is to make all responders of a artillery shot into a single attack squad with a single path to follow. They do. Although it's more lik...
- Fri Sep 20, 2019 9:52 am
- Forum: General discussion
- Topic: aliens needs multithreading :/
- Replies: 40
- Views: 15987
Re: aliens needs multithreading :/
all of the biters are trying to go through ALL of it's possible states each tick when path finding? No. at that stage when you shoot an artillery, they want to go to the target but do not know where it is... so they go crazy and try to path find to the target... now it is out of bound (their field ...
- Fri Sep 13, 2019 11:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.16.51] Frozen Biters
- Replies: 10
- Views: 8193
Re: [Oxyd] [0.16.51] Frozen Biters
They should attack when shot by artillery, yes.
I know this thread has been here for a long time without any reaction from us, so I would just like to let everyone know that I'm working on this and a fix should be coming in the upcoming weeks.
I know this thread has been here for a long time without any reaction from us, so I would just like to let everyone know that I'm working on this and a fix should be coming in the upcoming weeks.
- Thu Sep 05, 2019 9:55 am
- Forum: Not a bug
- Topic: [0.17.68] Pausing server while connecting results in intermittent progress
- Replies: 14
- Views: 2843
- Thu Sep 05, 2019 9:38 am
- Forum: Not a bug
- Topic: [0.17.68] Pausing server while connecting results in intermittent progress
- Replies: 14
- Views: 2843
Re: [0.17.68] Pausing server while connecting results in intermittent progress
I can see that you have RCON enabled. Are you (or some script) sending any RCON commands to the server whilst it's paused? Ah, yes, we're using clusterio, which interfaces with the server process using RCON. Sounds like that's what's happening then. The game can't run commands when it's paused, so ...
- Thu Sep 05, 2019 9:31 am
- Forum: Not a bug
- Topic: [0.17.68] Pausing server while connecting results in intermittent progress
- Replies: 14
- Views: 2843
Re: [0.17.68] Pausing server while connecting results in intermittent progress
I can see that you have RCON enabled. Are you (or some script) sending any RCON commands to the server whilst it's paused?
- Sat Aug 24, 2019 3:51 pm
- Forum: 1 / 0 magic
- Topic: [Oxyd] [0.17.66] Crash from Unknown Cause
- Replies: 2
- Views: 1130
Re: [Oxyd] [0.17.66] Crash from Unknown Cause
To me that looks like it crashed for some reason, and then crashed again during some part of handling the crash, which lead to another crash in the same part, and so on. Unfortunately, I can't tell anything else beyond that. Could you install the binutils package (which should provide the addr2line ...
- Tue Aug 13, 2019 3:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.64] Biters sometimes phlegmatic
- Replies: 3
- Views: 2604
Re: [Oxyd] [0.17.64] Biters sometimes phlegmatic
Thanks, fixed in 0.17.65.
- Tue Aug 13, 2019 2:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.59] Stuck biter
- Replies: 8
- Views: 4371
Re: [Oxyd] [0.17.59] Stuck biter
Huh, would you look at that. Looks like the code for colliding with tiles has been broken for the past 3 years.
Fixed in 0.17.65.
Fixed in 0.17.65.
- Mon Aug 12, 2019 2:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.64] Desync on telling unit to build a base.
- Replies: 1
- Views: 2347
Re: [Oxyd] [0.17.64] Desync on telling unit to build a base.
Thanks, fixed in 0.17.65.
- Thu Aug 08, 2019 2:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.62] Crash exploring/killing biters: PathFinder::scheduleWaitingClients
- Replies: 2
- Views: 2243
Re: [Oxyd] [0.17.62] Crash exploring/killing biters: PathFinder::scheduleWaitingClients
Thanks, this should be fixed in 0.17.64.
- Wed Aug 07, 2019 1:20 pm
- Forum: Not a bug
- Topic: [0.17.63] Get rocket count under rcon very very unstable data
- Replies: 21
- Views: 6734
Re: [0.17.63] Get rocket count under rcon very very unstable data
Try to get a big filesave You can get one here for exemple (idk if this one is big inaf it needs to slower stop your game) : https://saves.joinandplaycoop.com/Home/S1/Current%20Saves/07-Aug-14:05.zip also this is the current save Now try to save and run a while for exemple while you save you run on...
- Wed Aug 07, 2019 12:20 pm
- Forum: Not a bug
- Topic: [0.17.63] Get rocket count under rcon very very unstable data
- Replies: 21
- Views: 6734
Re: [0.17.63] Get rocket count under rcon very very unstable data
I think factorio has a problem with multiple connection on the same moment on the same port, knowing it opens a new socket each time i run this command i think it does not support the fact that i send some commands at the same time i know that if i run a rcon command on python it takes 0.43 seconds...
- Wed Aug 07, 2019 11:42 am
- Forum: Not a bug
- Topic: [0.17.63] Get rocket count under rcon very very unstable data
- Replies: 21
- Views: 6734
Re: [0.17.63] Get rocket count under rcon very very unstable data
I think factorio has a problem with multiple connection on the same moment on the same port, knowing it opens a new socket each time i run this command i think it does not support the fact that i send some commands at the same time i know that if i run a rcon command on python it takes 0.43 seconds...
- Tue Aug 06, 2019 10:10 am
- Forum: 1 / 0 magic
- Topic: [Oxyd] [0.17.59] Linux Headless, non-blocking save fails
- Replies: 12
- Views: 5012
Re: [0.17.59] Linux Headless, non-blocking save fails
https://ptero.co/uxekutazof.shell - From Godmave for an unknown server? These last three all kind of happened at the same time? well, I noticed them all at the same time. https://ptero.co/gaqodiqoho.shell - From Me for Caldonia https://ptero.co/zamumonufi.shell- From Me for Caladan https://ptero.co...
- Mon Aug 05, 2019 4:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.52] Biters have just given up on attacking
- Replies: 11
- Views: 7379
Re: [Oxyd] [0.17.52] Biters have just given up on attacking
Thanks. This should be fixed in 0.17.63. It might take quite a while after loading the save for everything to settle down again. If you don't mind running console commands, you can run “/c game.forces.enemy.kill_all_units()” to get rid of all biters at once and let them respawn again.
- Wed Jul 31, 2019 2:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.59] UPS drop after .59
- Replies: 12
- Views: 5668
Re: [Oxyd] [0.17.59] UPS drop after .59
Biters that don't do anything can get woken up when other biters bump into them, and it looks like they were being kept active for too long. It should be better in 0.17.61.
- Wed Jul 31, 2019 12:54 pm
- Forum: Not a bug
- Topic: [Oxyd] [0.17.59] Intermittent UPS drop on Biter path finding
- Replies: 7
- Views: 2439
Re: [Oxyd] [0.17.59] Intermittent UPS drop on Biter path finding
This is because the game.map_settings.path_finder.max_steps_worked_per_tick setting is set to 10000 in your save. The default value is 100. Probably one of the mods you're using changed this value, or maybe you changed it yourself using the Lua console. Either way, the higher the value of this setti...