[0.17.79] Opposite exoskeleton behaviour

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ByPaco10
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[0.17.79] Opposite exoskeleton behaviour

Post by ByPaco10 »

factorio-current.log
game log
(46.28 KiB) Downloaded 85 times
First of all, this is a bug happening in a modded game, so it MAYBE this bug isen't because the base game.

The strange thing is that i dont have any mod that actually changes the behaviour of the base exoskeleton, (Note: It also happens with other exoskeletons that are not in the base game).

Now, the bug, for some reason when i move with the exoskeleton (or exoskeletons) and then stop, the exoskeleton for no reason stop working and when i tried to figure out why that has happening and tried to solve it, my first try was to toggle the exoskeleton off, when i did it, boom, the character was going SLOWLY than the base movement, it always happened when i stopped or when i collided with something, (Note 2: If you try to take off the exoskeleton to put your character to "base movement" the character for one-two seconds still walks like if it had the exoskeleton-bug).

(Note 3: The loss of movement is proportional to the amount of exoskeletons that you have put in your armor)
(Note 4 (Maybe the most important): ALL OF MY RESEARCH WAS DONE IN A ARMOR THAT WAS NOT IN THE BASE GAME, so i don't really know if this is truly a bad programmed armor (most probably it isen't) or a really weird behaviour with something).

I can actually prove this with a video, but here comes the weirdest thing, it just doesn't always happens in the same way its a really strange behaviour and sometimes it will just solve if you toggle it 2 times or just start walking or maybe the bug don't stop at all until you stop using the exoskeletons.

This happened when i loaded a save-file, i don't actually have that exact save, but i know what i was doing when i save the game that time, i was with a tank driving, maybe this dosen't help at all, but its something. Also i will also put here the save that im playing, maybe it helps.

One more thing. I have not done research outside the save file, so i don't know if it happens because the save.

Last thing, when i tried to do a clip with this happening, the program that i use to record was DYING in 480p with the bug happening, but the framerate in factorio was still 60FPS/UPS, maybe this is an error of the program but i hightly doubt it. The video even in 480p still is 65MB so i am going to upload it to some external web to gave you the link for now, this is all i have.

ByPaco10
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Re: [0.17.79] Opposite exoskeleton behaviour

Post by ByPaco10 »

The page does not want to upload the save for some reason, i will do the same thing that i did to the clip

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TruePikachu
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Re: [0.17.79] Opposite exoskeleton behaviour

Post by TruePikachu »

Mod list from log:

Code: Select all

Aircraft 1.6.12
AircraftRealism 0.4.1
AtomicArtillery 0.1.11
BetterBots 1.3.4
Big_Brother 0.5.1
CanalBuilder 0.17.6
CharcoalBurner 1.17.25
Coke 1.0.13
CompressedFluids 0.1.13
ConstructionTower 0.0.9
DiscoScience 0.1.16
DragonIndustries 1.17.35
FactorioExtended-Plus-Core 0.3.0
FactorioExtended-Plus-Equipment 0.3.0
FactorioExtended-Plus-Logistics 0.3.0
FactorioExtended-Plus-Machines 0.3.1
FactorioExtended-Plus-Power 0.3.0
FactorioExtended-Plus-Storage 0.3.0
FactorioExtended-Plus-Transport 0.3.0
FactorioExtended-Plus-Weaponry 0.3.0
Flammable_Oils 0.2.1
FuelTrainStop 0.17.8
GDIW 0.17.5
GeneratorPriority 0.17.2
Geothermal 1.17.35
Helicopters 0.3.14
Howitzer 0.1.1
IncendiaryMunitions 0.4.170
Infinizoom 0.1.3
KS_Power 0.3.5
LB-Modular-Chests 0.17.8
LargeElectricPole 0.17.2
LootingRemnants 0.0.3
MoreInfinites 0.17.74
Noxys_Trees 0.1.7
NuclearRebalance 1.0.2
Power Armor MK3 0.2.12
Powered_Entities 0.3.26
ProgressiveRunning 1.0.18
SchallArtillery 0.17.4
SchallTankPlatoon 0.17.13
SchallTransportGroup 0.17.2
TechTrains 1.0.4
WatchTower 0.0.3
Wind_Turbine V16 4.0.6
aai-signal-transmission 0.1.8
base 0.17.79
beltlayer 0.4.8
cargo-ships 0.0.50
core 0.0.0
deagle 0.17.2
electric-vehicles-reborn 0.2.1
laser_rifle 0.17.11
scattergun_turret 4.3.3
secondary-chat 1.23.9
specialized-oil-processing 1.1.2
stdlib 1.3.0
vtk-deep-core-mining 1.18.0
EDIT: Potentially FactorioExtended-Plus-Equipment doing this intentionally, see code.
Last edited by TruePikachu on Wed Feb 05, 2020 7:05 pm, edited 1 time in total.


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Re: [0.17.79] Opposite exoskeleton behaviour

Post by Loewchen »

Since neither the power armor nor the exoskeleton you use even exist in vanilla I suggest you remove mods until the issue disappears and report it to the mod author.

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Re: [0.17.79] Opposite exoskeleton behaviour

Post by ByPaco10 »

I used both exoskeletons (vanilla and modded) and vanilla have the same behaviour, also, i looked in the game if there is anything related to a modification in the vanilla one, and the game shows the exoskeleton without any changes, i am going now to try with the vanilla armor and if i see a change i will post the bug in the github of the mod, thanks.
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exoskeleton.png
exoskeleton.png (57.13 KiB) Viewed 3316 times

ByPaco10
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Re: [0.17.79] Opposite exoskeleton behaviour

Post by ByPaco10 »

I tried with the vanilla armor and vanilla exoskeletons, same bug, exactly same behaviour.

I suspect something is wrong with the save file.

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Re: [0.17.79] Opposite exoskeleton behaviour

Post by Klonan »

ByPaco10 wrote:
Wed Feb 05, 2020 7:21 pm
I tried with the vanilla armor and vanilla exoskeletons, same bug, exactly same behaviour.

I suspect something is wrong with the save file.
I suspect a mod, especially something like progressive running

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Re: [0.17.79] Opposite exoskeleton behaviour

Post by ByPaco10 »

I can try to disable it, wait a bit...

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Re: [0.17.79] Opposite exoskeleton behaviour

Post by ByPaco10 »

its strange... I think you are right, because now the movement is stuck on a decrease and when i put the exoskeletons the movement goes back to base speed.

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Re: [0.17.79] Opposite exoskeleton behaviour

Post by ByPaco10 »

This is a combination of two factors, because progressive speed never has failed after loading that save and now i am stuck at like... 40% of the base speed, somehow something has changed the movement values when i loaded that save

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Re: [0.17.79] Opposite exoskeleton behaviour

Post by Klonan »

You can change your speed with a console command:

Code: Select all

game.player.character_running_speed_modifier = 0

ByPaco10
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Re: [0.17.79] Opposite exoskeleton behaviour

Post by ByPaco10 »

The exoskeletons are now working correctly, but on that speed percentage, not in the base one, i will upload another clip of this.

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Re: [0.17.79] Opposite exoskeleton behaviour

Post by ByPaco10 »

ooooh, thanks i will try it

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Re: [0.17.79] Opposite exoskeleton behaviour

Post by ByPaco10 »

Thanks, now the movement its back to normal, i will report this to the progressive acceleration github

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