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[0.16.51] Setting combinator inactive then active doesn't update it
Posted: Thu Nov 08, 2018 3:14 am
by mulark
By setting a (decider here) combinator inactive with
/c game.player.selected.active = false
and then
/c game.player.selected.active = true
The counter does not start counting up as expected. (The red circle does go away)
If you save the game and then reload it begins functioning as expected.
Re: [0.16.51] Setting combinator inactive then active doesn't update it
Posted: Thu Nov 08, 2018 2:30 pm
by DaveMcW
Confirmed. I also made a desync demo.
Steps to reproduce:
1. Host this game in multiplayer.
2. Run these commands on different ticks.
Code: Select all
/c game.player.surface.find_entities_filtered{name="decider-combinator"}[1].active = false
Code: Select all
/c game.player.surface.find_entities_filtered{name="decider-combinator"}[1].active = true
3. Invite a friend to join.
4. Desync!
Re: [0.16.51] Setting combinator inactive then active doesn't update it
Posted: Thu Nov 08, 2018 2:40 pm
by Bilka
DaveMcW wrote: ↑Thu Nov 08, 2018 2:30 pm
3. Invite a friend to join.
Or just use /toggle-heavy-mode :)
Re: [0.16.51] Setting combinator inactive then active doesn't update it
Posted: Mon Dec 24, 2018 11:24 pm
by Rseding91
Thanks for the report. Combinators aren't meant to ever be inactive so I changed it to ignore setting active=false for 0.17.