Search found 478 matches

by Adamo
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.

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.
Another reason to do the fuel check I suggested.
by Adamo
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.

immibis wrote: That's why they changed it so robots will just move slower, instead of exploding.
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.
by Adamo
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...
by Adamo
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...
by Adamo
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 ...
by Adamo
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.
by Adamo
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!
by Adamo
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...
by Adamo
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.
by Adamo
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...
by Adamo
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?
by Adamo
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.
by Adamo
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 ...
by Adamo
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...
by Adamo
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...
by Adamo
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.
by Adamo
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 ...
by Adamo
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.

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