Another reason to do the fuel check I suggested.Karaaz wrote: That would be ideal, but only if robots were smart enough not to run out in normal operation. Then it would be an issue only in special situations, such as a power outage or a destroyed roboport for example.
Search found 478 matches
- Wed Jan 07, 2015 10:39 pm
- Forum: Ideas and Suggestions
- Topic: Robots should check whether they have sufficient energy.
- Replies: 16
- Views: 5609
Re: Robots should check whether they have sufficient energy.
- Wed Jan 07, 2015 10:10 pm
- Forum: Ideas and Suggestions
- Topic: Robots should check whether they have sufficient energy.
- Replies: 16
- Views: 5609
Re: Robots should check whether they have sufficient energy.
In my opinion, if a robot runs out of fuel, it should simply "fall," i.e. become the innert, "grabbable" version of itself on whatever tile it ran out of fuel.immibis wrote: That's why they changed it so robots will just move slower, instead of exploding.
- Wed Jan 07, 2015 6:50 am
- Forum: Ideas and Suggestions
- Topic: Robots should understand combat drops.
- Replies: 26
- Views: 5850
Robots should understand combat drops.
We should make a definition for what is a combat drop, such as "is a request for weapons" and "has aliens in adjacent chunks" or "is near the player" -- something like that. Given the conditions, the robots know to coordinate such that they make drops simultaneously, ra...
- Wed Jan 07, 2015 6:44 am
- Forum: Ideas and Suggestions
- Topic: Robots should check whether they have sufficient energy.
- Replies: 16
- Views: 5609
Robots should check whether they have sufficient energy.
A simple solution is available that should solve the issue of robots not following the roboport network's shape, robots getting lost in the wilderness, robots running out of fuel while pathing to a distant destination, and most annoyingly, robots giving up when they're only a few feet from their des...
- Wed Jan 07, 2015 6:30 am
- Forum: Ideas and Suggestions
- Topic: Make Robots follow the Roboport net on long paths
- Replies: 9
- Views: 4572
Re: Make Robots follow the Roboport net on long paths
This could be easily fixed. Whenever a robot first calculates its path to its destination, it checks whether it has enough energy to reach that destination. If it does not, it can choose a free refueling port nearest the line of destination, fartherest out from the current position. The robots will ...
- Fri Jan 02, 2015 8:06 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.8] Multiplayer - Death causes game to freeze/crash
- Replies: 4
- Views: 2349
Re: [0.11.8] Multiplayer - Death causes game to freeze/crash
We also experience this, it seems, any time a player dies in multiplayer (version .11.8). We currently have a "no dieing" rule. I will edit this to add a log next time it happens.
- Fri Dec 05, 2014 7:59 pm
- Forum: Resolved Problems and Bugs
- Topic: No Room for Enemy Expansion
- Replies: 4
- Views: 1822
Re: No Room for Enemy Expansion
We should close this. It was probably related to the other desync bugs. I'll post a new bug when we hit problems in .11.5. Thanks!
- Fri Dec 05, 2014 4:50 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.4] Game Crash from Seg Fault, Reason Currently Unknown
- Replies: 1
- Views: 945
[0.11.4] Game Crash from Seg Fault, Reason Currently Unknown
Hello, Factorio v0.11.4, 64-bit linux. Proprietary AMD(ATI) graphics driver. Singleplayer open mode. (Edit: I've looked a bit closer at the error messages. Even though it didn't happen while directly manipulating a splitter, both return the line 37 seg fault, so it seems very likely that it's the sa...
- Fri Dec 05, 2014 4:37 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.4] Crash with splitters and belts
- Replies: 7
- Views: 3974
Re: [0.11.4] Crash with splitters and belts
I experienced a CTD in the conditions noted here, but also when picking up a corner belt while holding a belt, so this issue may not be just related to the splitter.
- Fri Dec 05, 2014 4:13 am
- Forum: Releases
- Topic: Version 0.11.4
- Replies: 23
- Views: 36837
Re: Version 0.11.4
The new running animation looks better than the old one, not really realistic, but better ;) Agreed. It's getting there. But I noticed that since the camera's viewpoint is fixed on some moving part of the (left-right bobbing) animation, when running the whole scene on the screen vibrates and become...
- Mon Dec 01, 2014 7:46 pm
- Forum: Resolved Problems and Bugs
- Topic: No Room for Enemy Expansion
- Replies: 4
- Views: 1822
Re: No Room for Enemy Expansion
I'll hopefully get more information to you tonight. Wasn't able to play over the weekend.
Could it be that the failed base placement causes a desync, like the aliens may move in different directions for each user after failing to place a building?
Could it be that the failed base placement causes a desync, like the aliens may move in different directions for each user after failing to place a building?
- Thu Nov 27, 2014 5:46 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.3] Irrecoverable Desync Loop
- Replies: 5
- Views: 2316
Re: [0.11.3] Irrecoverable Desync Loop
We've experienced errors like this. One temporary fix has been to change usernames. Yes, this means you will lose your inventory.
- Thu Nov 27, 2014 12:26 am
- Forum: Resolved Problems and Bugs
- Topic: No Room for Enemy Expansion
- Replies: 4
- Views: 1822
No Room for Enemy Expansion
Greetings, On a two-player map over open internet, both running linux 64-bit version .11.3, we are experiencing a crash-to-desktop error. An error message can be seen in the terminal output saying "No room for enemy expansion for building." I didn't get the message quite right, and I will ...
- Tue Nov 25, 2014 5:08 am
- Forum: Resolved Problems and Bugs
- Topic: Desyncs from item manipulation between chests, vehicles, etc
- Replies: 7
- Views: 2360
Re: Desyncs from item manipulation between chests, vehicles,
Hmm, OK, thanks, I believe I understand. In addition to the global desync checks, it sounds like some things are checked for desync with greater resolution in the player's local area. Is that correct? So it seems at least a post-fix for this is to repair all of the affected items, but that during co...
- Sat Nov 22, 2014 4:42 am
- Forum: Resolved Problems and Bugs
- Topic: Desyncs from item manipulation between chests, vehicles, etc
- Replies: 7
- Views: 2360
Re: Desyncs from item manipulation between chests, vehicles,
Still ran into some desyncs. One desync I was able to reproduce was when I replaced a damaged belt. Repairing the belt first fixed the error, and we were able to continue playing. I think I remember seeing another post about damaged items causing desyncs. Hard to track and reproduce errors for the m...
- Fri Nov 21, 2014 2:47 am
- Forum: Resolved Problems and Bugs
- Topic: Desyncs from item manipulation between chests, vehicles, etc
- Replies: 7
- Views: 2360
Re: Desyncs from item manipulation between chests, vehicles,
Thank you, yes. I should have mentioned we've been operating at >150ms latency. We are attempting the game at 265ms, which is slightly greater than our maximum observed ping latency. I should have some results this evening.
- Thu Nov 20, 2014 3:24 am
- Forum: Resolved Problems and Bugs
- Topic: Desyncs from item manipulation between chests, vehicles, etc
- Replies: 7
- Views: 2360
Desyncs from item manipulation between chests, vehicles, etc
We have encountered desyncs when transferring items, especially from chests indirectly, such as ctrl-clicking the chest to transfer all items, or even ctrl-clicking an item type to transfer. Perhaps it is just the volume of items being transferred with this type of usage? Often the only solution to ...
- Sat May 24, 2014 7:05 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.* & 0.8.8] Major sound delay on Linux
- Replies: 31
- Views: 16284
Re: [0.9.* & 0.8.8] Major sound delay on Linux
Previous post. and a few hours' research, fixed this on Fedora 19.