[0.7.0] Assembling machine bug
[0.7.0] Assembling machine bug
I put to manufacture ammunition and realized that the assembler did not use iron and found that when I opened the menu ...
Try to get the iron, and ... surprise! you could get everything you want and does not decrease.
Try to get the iron, and ... surprise! you could get everything you want and does not decrease.
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Re: [0.7.0] Assembling machine bug
Are you able to reproduce this?
Re: [0.7.0] Assembling machine bug
Did you try filling your player's inventory with these iron plates at least 14000 times? Because you can only hold 7168 iron plates at a time (plus a couple in the quickbar slots), it will be a while until the change is guaranteed to show up in the rounded number.sword2410 wrote:Try to get the iron, and ... surprise! you could get everything you want and does not decrease. :mrgreen: :mrgreen:
On the other hand, try to mine your assembler for a huge item explosion (or more likely, a crash)!
On a perhaps more helpful note: 4.3G looks a lot like a 32-bit integer underflow.
Re: [0.7.0] Assembling machine bug
I have not tried yet, but I will recreate the situation and I'll see if the bug repeats.slpwnd wrote:Are you able to reproduce this?
Re: [0.7.0] Assembling machine bug
My money's on this.wrtlprnft wrote:On a perhaps more helpful note: 4.3G looks a lot like a 32-bit integer underflow.
Re: [0.7.0] Assembling machine bug
Yeahn9103 wrote:My money's on this.wrtlprnft wrote:On a perhaps more helpful note: 4.3G looks a lot like a 32-bit integer underflow.
Re: [0.7.0] Assembling machine bug
This is probably related to the bug with inifinite item when crafting: https://forums.factorio.com/forum/vie ... =30&t=1370
Re: [0.7.0] Assembling machine bug
Seems like the problem is not limited to the assembling machine.
Version is 0.10.0 on 64 bit Windows
I'm using the Dytech Mod, so there might be something wrong with a research recipe as well.
Could it be possible for researches to require negative amounts of items?
Version is 0.10.0 on 64 bit Windows
I'm using the Dytech Mod, so there might be something wrong with a research recipe as well.
Could it be possible for researches to require negative amounts of items?
Re: [0.7.0] Assembling machine bug
it also happened for me on Campaign mission #4: Coal available at starting mines was 4.3G but I thought it was intended...
game was 0.10.2 but started with 0.9.8
I'll try to find and post a save later
edit: you can find a save here
edit 2:
I found that there's a tile with a negative amount of coal (I removed drill in order to being able to inspect it).
what if the problem is that this tile has been mined by two different drills?
game was 0.10.2 but started with 0.9.8
I'll try to find and post a save later
edit: you can find a save here
edit 2:
I found that there's a tile with a negative amount of coal (I removed drill in order to being able to inspect it).
what if the problem is that this tile has been mined by two different drills?
Re: [0.7.0] Assembling machine bug
It is not actually a negative amount of coal, it's just a matter of how it's displayed.
The number -134 is the value of a 32 bit Integer in 2's complement representation:
11111111 11111111 11111111 01111010
The first 1 has a special meaning of: subtract 2^31 from the following number, so
Decimal(1111111 11111111 11111111 01111010) - 2^31 = -134
If you regard it as a ordinary binary number, you get
4294967162
Which are those ominous 4.3 B.
In the case of the campaign, the value of the coal is probably intentionally set to the number 111...111, which is -1 in 2's complement and 4294967295 in decimal.
In the case of the bug(s) there is likely some mechanism that subtracts more items from a stack that there are, the variable gets negative and we get what is displayed as 4.3B in short notation or a negative number in long notation.
The number -134 is the value of a 32 bit Integer in 2's complement representation:
11111111 11111111 11111111 01111010
The first 1 has a special meaning of: subtract 2^31 from the following number, so
Decimal(1111111 11111111 11111111 01111010) - 2^31 = -134
If you regard it as a ordinary binary number, you get
4294967162
Which are those ominous 4.3 B.
In the case of the campaign, the value of the coal is probably intentionally set to the number 111...111, which is -1 in 2's complement and 4294967295 in decimal.
In the case of the bug(s) there is likely some mechanism that subtracts more items from a stack that there are, the variable gets negative and we get what is displayed as 4.3B in short notation or a negative number in long notation.
Re: [0.7.0][kovarex] Assembling machine bug
This problem in the campaign has been fixed already afaik. Shouldn't happen in 0.10.2. Not sure what is causing it in the lab. If you guys have save + reproducible steps that would be great.
Re: [0.7.0] Assembling machine bug
I think i figured it out:
With a lab with 0 Science Pack 2 in it, I started researching
Which has 2 times {"science-pack-2", 10} as ingredients - not intended i guess.
When there are 11 to 19 packs in the lab upon starting a research step, the bug occurs, as 20 packs get subtracted I think. It does neither happen with 10 or less nor with 20 or more.
Interesting as well : If there are 10 packs in there, 10 get subtracted, if there are more, 20 get subtracted. In both cases the research goes on successfully.
Here's the savefile and my mod folder:
http://www.datafilehost.com/d/cf628ee4
You can test it in the bottom right lab.
With a lab with 0 Science Pack 2 in it, I started researching
Code: Select all
{
type = "technology",
name = "miner-6",
icon = "__DyTech-Mining__/graphics/technology/miner.png",
effects =
{
{
type = "unlock-recipe",
recipe = "basic-mining-drill-mk6"
},
},
prerequisites = {"miner-5"},
unit =
{
count = 1000,
ingredients =
{
{"science-pack-2", 10},
{"science-pack-2", 10},
{"alien-science-pack", 10},
-- {"science-pack-4", 10}, to be added in a future version!
},
time = 150
},
order = "m-6",
upgrade = true,
}
When there are 11 to 19 packs in the lab upon starting a research step, the bug occurs, as 20 packs get subtracted I think. It does neither happen with 10 or less nor with 20 or more.
Interesting as well : If there are 10 packs in there, 10 get subtracted, if there are more, 20 get subtracted. In both cases the research goes on successfully.
Here's the savefile and my mod folder:
http://www.datafilehost.com/d/cf628ee4
You can test it in the bottom right lab.
Re: [0.7.0] Assembling machine bug
Thanks for the info, it is fixed for 0.10.4, the game will show an error message on start when there are duplicates inputs in the technology.Jinmago wrote:I think i figured it out:
With a lab with 0 Science Pack 2 in it, I started researchingWhich has 2 times {"science-pack-2", 10} as ingredients - not intended i guess.Code: Select all
{ type = "technology", name = "miner-6", icon = "__DyTech-Mining__/graphics/technology/miner.png", effects = { { type = "unlock-recipe", recipe = "basic-mining-drill-mk6" }, }, prerequisites = {"miner-5"}, unit = { count = 1000, ingredients = { {"science-pack-2", 10}, {"science-pack-2", 10}, {"alien-science-pack", 10}, -- {"science-pack-4", 10}, to be added in a future version! }, time = 150 }, order = "m-6", upgrade = true, }
When there are 11 to 19 packs in the lab upon starting a research step, the bug occurs, as 20 packs get subtracted I think. It does neither happen with 10 or less nor with 20 or more.
Interesting as well : If there are 10 packs in there, 10 get subtracted, if there are more, 20 get subtracted. In both cases the research goes on successfully.
Here's the savefile and my mod folder:
http://www.datafilehost.com/d/cf628ee4
You can test it in the bottom right lab.