Search found 38 matches

by dauphin
Tue Sep 20, 2016 8:23 pm
Forum: Not a bug
Topic: [0.14.7] Map generation runs when not near edge of map
Replies: 4
Views: 1838

Re: [0.14.7] Map generation runs when not near edge of map

Someone changed the map settings max_expansion_distance from 7 to 30 so now every time a chunk is generated the game scans a 30x30 chunk area around the new chunk to check expansion settings. Set it back to the default 7 and you won't get the massive lag from chunk generation. As for the chunk gene...
by dauphin
Tue Sep 20, 2016 6:55 pm
Forum: Not a bug
Topic: [0.14.7] Map generation runs when not near edge of map
Replies: 4
Views: 1838

[0.14.7] Map generation runs when not near edge of map

I noticed recently that, on the map I'm currently playing, if I venture into the wild, my UPS drop dramatically. On my Macbook Pro, with 16GB RAM, 2.5GHz Core i7, and AMD 2GB M370X, UPS can drop from near 60 all the way to 35. This appears to be happening because map generation gets 'activated'. Eve...
by dauphin
Tue Sep 20, 2016 2:23 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.x] [kovarex] Segfault shortly after map load
Replies: 5
Views: 2854

Re: [0.14.x] [kovarex] Segfault shortly after map load

Ahh, makes sense. Thanks for fixing this! I know allowing mods makes for a lot of weird situations. But that sounds like a more than reasonable fix to me.
by dauphin
Tue Sep 20, 2016 4:49 am
Forum: Pending
Topic: Factorio hangs when trying to join LAN game if no Internet
Replies: 5
Views: 2564

Factorio hangs when trying to join LAN game if no Internet

The title basically says it all. Unfortunately I don't have a log file (because I just reconnected to the Internet as workaround and the log files eventually got overwritten), but if this sounds like a bug, I can reproduce quite easily and post one. Running 0.14.7, I hosted a LAN-only multiplayer ga...
by dauphin
Tue Sep 20, 2016 3:58 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282114

Re: [MOD 0.14.7] Robot Army. 0.2.3

Lua Goto statement was a hack because "continue" doesn't exist and I didn't want to break out of my entire nested-if (which in factorio is basically required, with all the stupid input validation you need to do). The way around using goto is to function-ize the code that would normally be...
by dauphin
Tue Sep 20, 2016 3:28 am
Forum: Resolved Problems and Bugs
Topic: [0.14.x] [kovarex] Segfault shortly after map load
Replies: 5
Views: 2854

Re: Segfault shortly after map load

For what it's worth, I find this segfault to be 100% reproducible. As in, if I restart Factorio and try to load the same save file, it segfaults every time.
by dauphin
Tue Sep 20, 2016 3:25 am
Forum: Resolved Problems and Bugs
Topic: [0.14.x] [kovarex] Segfault shortly after map load
Replies: 5
Views: 2854

[0.14.x] [kovarex] Segfault shortly after map load

Honestly, I keep reading the stack trace as though the SIGSEGV happened in Logger::logStacktrace, but that can't be right. So it must've been in Entity::setPositionWithoutMapRegistration. In any case, I had started Factorio, and loaded a different save from a multiplayer game. An experimental versio...
by dauphin
Tue Sep 20, 2016 3:12 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282114

Re: [MOD 0.14.7] Robot Army. 0.2.3

Couple of things to report from the multiplayer session tonight: 1) It would be nice if the Deconstruction Planner could send your Construction Bots to pick up spawned Robot Army robots. Both from a general usability/convenience perspective, and also because, during multiplayer where one system has ...
by dauphin
Tue Sep 20, 2016 2:47 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282114

Re: [MOD 0.14.7] Robot Army. 0.2.3

The goto statement is actually more useful than a continue statement, because it allows you to both emulate continue and also break out of multiple loops depending on how you use it. :) Of course it's more useful . It's also far more dangerous . I understand the reasons why goto is still occasional...
by dauphin
Tue Sep 20, 2016 1:09 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282114

Re: [MOD 0.14.7] Robot Army. 0.2.3

wow. Lua doesn't have a continue statement. Been awhile since I've seen a `goto`, but apparently that's standard practice for Lua. Huh. https://stackoverflow.com/questions/352 ... -statement
by dauphin
Tue Sep 20, 2016 12:56 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282114

Re: [MOD 0.14.7] Robot Army. 0.2.3

Yep, I did my own math after I posted and realized that the 'goal' time would be 0.025. The fact that it's slightly higher than that doesn't surprise or bother me too much - I'm guessing the O(1) costs are factoring in a bit more obviously now that the O(n) costs are lower. Anecdotally, I can report...
by dauphin
Tue Sep 20, 2016 12:07 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282114

Re: [MOD 0.14.7] Robot Army. 0.2.3

Really good news - the new "binned" squad update approach works absolute wonders. I don't know what the 'units' are, but the time_used_percent (okay, maybe they're percent? :D ) dropped from a fairly consistent 1.5 for Robot Army with 0.2.3, to 0.06 with the alpha of 0.2.4. This also pushe...
by dauphin
Mon Sep 19, 2016 3:01 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282114

Re: [MOD 0.14.3] Robot Army. 0.2.3

So yes, if you deploy too far away, they will stand around (causing more lag because they are actively searching that huge radius every time their update is called). If a squad finds a target and moves towards it, you get much less CPU strain because i don't try to search for new targets or re-assi...
by dauphin
Mon Sep 19, 2016 4:11 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282114

Re: [MOD 0.14.3] Robot Army. 0.2.3

were the squads deployed far away from enemies? they will sit around for a while until they see an enemy enter their hunt radius (centered on the squad). The next issue can be no more biters - if they have cleared out all biters on that part of the map, unless you personally go over to them, no new...
by dauphin
Sun Sep 18, 2016 4:05 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282114

Re: [MOD 0.14.3] Robot Army. 0.2.3

Finally got a chance to try out this mod, and I don't think I can go back to the way things used to be. It's just so much more fun to automate war than it is to fight it in person. Question: are there any known issues that would cause large groups of terminator bots to basically just sit in one loca...
by dauphin
Fri Sep 16, 2016 4:15 pm
Forum: News
Topic: Friday Facts #156 - Massive Multiplayer
Replies: 42
Views: 25837

Re: Friday Facts #156 - Massive Multiplayer

One thing that should probably go along with the blueprint library is making it harder to accidentally clear a blueprint. Shift-click happens a fair amount in this game, and unwanted muscle memory has lost me more than one blueprint over the many hours I've played. Basically, if blueprints become a ...
by dauphin
Thu Sep 08, 2016 11:08 pm
Forum: Ideas and Suggestions
Topic: Rail signals should act the same to auto and manual trains
Replies: 31
Views: 9887

Re: Rail signals should act the same to auto and manual trains

Automatic mode (transport mode): - A "one-time-schedule" for automatic mode driving to a train stop. (*) - A "one-time-schedule" for automatic mode driving or any random rail segment on map. This last feature is the key: If you are in automatic mode and in the train you can clic...
by dauphin
Fri Aug 19, 2016 2:01 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311161

Re: [0.12.x][v0.12.10] Bob's Logistics mod

I think this bug must be affecting me too. Every time I place a blueprint since researching those technologies, all the inserters are either long or short. My savegame is basically dead in the water until this is fixed.

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