Search found 1428 matches

by Oxyd
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 ...
by Oxyd
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...
by Oxyd
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...
by Oxyd
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 ...
by Oxyd
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.
by Oxyd
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 ...
by Oxyd
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?
by Oxyd
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 ...
by Oxyd
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.
by Oxyd
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.
by Oxyd
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...
by Oxyd
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...
by Oxyd
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...
by Oxyd
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...
by Oxyd
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.
by Oxyd
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.
by Oxyd
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...

Go to advanced search