cpy wrote:Anyone tried playing this with 3 ore more people? I heard it's not working for 3+.
We can try it if you want , only my Friend need his Graphic Card for his Computer , that silly boy
cpy wrote:Anyone tried playing this with 3 ore more people? I heard it's not working for 3+.
Now is the game dead...berni1212 wrote:I play with 1 friend and About 10 Mods and we only had 1 desyncloob because of an bug after 10 Houers game timeDeathMoon wrote:I play it with 2 friends, and it desyncs only "normal" xD
Is it a bug in this version that Research Labs can research tech without power and with science packs? I just started a new map, and threw it away when the two research buildings I'd placed next to my steam engines weren't getting power but were conducting research. I placed power poles next to them and everything, but seems like they wanted to research whilst apparently being out of power, they just don't give off the sound that is played when a Research is completed. Weirdness! I'm also not sure if they correctly used up the science packs I put in them ( I built two, and was able to complete two research items with just 5 science packs in each one! Since 10 packs were required for each research item I'd selected, that was a free research I'd just been given!kovarex wrote:So as the 0.11.4 had some very serious game breaking bugs, I we released smaller patch batch today.
Notes:
- The mac release is delayed a bit
- Bugfixes
- Fixed the faulty connection logic for splitter preview.
- Fixed the crashes when doing certain actions in the sandbox mode.
- Added sanity check for the coordinates of chunk creation, chunks are limited to position of 1000000.
- Fixed crash in map editor when building lab.
- Fixed "start level" button of transport belt madness.
While you're thinking about better visual representations of poles, could you think also about better visual representations of other connections, too? Steam engines, for example, will only turn green when space is available however there should also be a check for the existence of a steam connection they are able to connect to. I was rather stuck for answers and finally found that the steam engines will light up green in any space they fit, and don't check that there is also a steam connection going into them.kovarex wrote:I was testing the lab and it seems to work properly.
We are thinking about some better visual representation of pole connections when you are are holding (building) power poles. Something similar to visualisation of connections of roboports.
This should be easy to spot as the engines are only animated when they're fully functioning; have a water supply and plugged into your power grid.BrickVoidFCT wrote: there should also be a check for the existence of a steam connection they are able to connect to. I was rather stuck for answers and finally found that the steam engines will light up green in any space they fit, and don't check that there is also a steam connection going into them.
Well, my view is that if mining drills have an arrow indicating their output space, why can't a steam engine have arrows indicating it's input and output spaces? With a million and one things to remember the orientation of, I'd much rather know up front where an input or output is than have to guess at whether it's going to work or not. Perhaps this could be made a config option for people who feel they are smart enough to figure out which way is which?iklarazu wrote:This should be easy to spot as the engines are only animated when they're fully functioning; have a water supply and plugged into your power grid.
Personally, I enjoy the troubleshooting of my Factory. I rarely play solo any more as the multiplayer patch changed everything, to the point where I'll only play duo with a friend (so much more fun).
To realise that something is running slow or otherwise not working, only to later find that one of us has connected something up wrong, missed a section of pipe etc is what makes the duo experience more enjoyable; tidying up your friend's mistakes (though usually my own)!
Without being rude, I find the suggested 'green light on all systems go' to be the kind of hand holding approach I'd expect in the tutorial. I'd prefer it not to be in a live game.
I still don't understand how the autosave can have something to do with the desync. We have autosave on when we test multiplayer and there is never an issue. The autosave usually takes like half a second or so, so I don't know why should it make problems, when the dropout interval is something like 10 seconds.Bumbade wrote:Hi all,
i wanted to post my multiplayer experience with 3+ people.
At the beginning we crashed and desync pretty frequent.
As we figured out that the autosaving of each client is the problem of the desync we turned at each client the autosave off and it worked for hours without a single crash.
just saying.
Cheers Bumbade
I'm sorry for that, but this is just the experimental release, and things like that can (very rarely) happen.tno1 wrote:lol after 20 hours of gameplay then the chunk error came -.-'' so annoying lol - why does it come? and why a limit xD
Also why crash it xD instead of just block new chunk creation so it wont happen just world wont go on xD -- annoying as fuck xD