[0.12.17] expansion chunk bug on update

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reddutton
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[0.12.17] expansion chunk bug on update

Post by reddutton »

when loading a old save with or without mods enabled no mods (warning massive ups drop due to biters traversing the land to the chunks)
this is the only save this happened on but not needed as i have 2nd copy that is did not do this on

previous version between 12.10 and 12.17 may have been 12.11 12.13 and definatly 12.16 althought i dont remember overwriting the save file on loading

it was the same on 12.16

i will give this a low priority as this only seamed to happen to this one save


possible related is althought diferent circumstances
https://forums.factorio.com/forum/viewtop ... unk#p35614
Attachments
screen shot of a a pic of the base as seen on load (nomods)
screen shot of a a pic of the base as seen on load (nomods)
ice_screenshot_20151120-193001.png (79.18 KiB) Viewed 10628 times
no-solar-12-10.zip
save no mod need to view if need i will link them
(12.36 MiB) Downloaded 209 times
thy may be stupid but thy am smart (reddutton 2006 seconlife)

kinnom
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Re: [0.12.17] expansion chunk bug on update

Post by kinnom »

but what is the problem!?
no yes yes no yes no yes yes

reddutton
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Re: [0.12.17] expansion chunk bug on update

Post by reddutton »

kinnom wrote:but what is the problem!?
ah i did forget to put detail

to make more active canadate chunks place any object and that chunk will be invalid but ANY and ALL chunks surrounding the object if it dose not have any player placed object will be active canadate chunks for biters/spitters
thy may be stupid but thy am smart (reddutton 2006 seconlife)

reddutton
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Re: [0.12.17] expansion chunk bug on update

Post by reddutton »

ok i think i know the answere now to this bug .. in relation to this post https://forums.factorio.com/forum/vie ... 80#p118230
makinf this a actual result of a mod and intended behavior can be closed and moved ..
thy may be stupid but thy am smart (reddutton 2006 seconlife)

daniel34
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Re: [0.12.17] expansion chunk bug on update

Post by daniel34 »

reddutton wrote:ok i think i know the answere now to this bug .. in relation to this post https://forums.factorio.com/forum/vie ... 80#p118230
makinf this a actual result of a mod and intended behavior can be closed and moved ..
In that case (intended by the mod) moved to Not a bug.
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