Bug Reports

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Blu3wolf
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Re: Bug Reports

Post by Blu3wolf »

Id suggest showing that error message to the developer for the autofill mod, to see if they can identify the error.
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Re: Bug Reports

Post by Qon »

Oh you are right, that is an autofill error message. I thought it was weird that treefarm wasn't even mentioned if it had problems migrating treefarm items. Forgot that autofill is the name of a mod I have installed. Thanks q:
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
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Redstylt
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Re: Bug Reports

Post by Redstylt »

This error :
bugcaffeine.PNG
bugcaffeine.PNG (1.14 MiB) Viewed 8897 times
With this mod list :
modlist2.PNG
modlist2.PNG (51.25 KiB) Viewed 8897 times
Just a big fan of Factorio and all its mods
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Blu3wolf
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Re: Bug Reports

Post by Blu3wolf »

Update to 0.5.0 and let me know if that fixes it.

https://github.com/Blu3wolf/Treefarm-Caffeine/releases
Pandemoneus
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Re: Bug Reports

Post by Pandemoneus »

New bug report: In Treefarm-Lite version 0.4.0, when you place a tree farm (MK1) in an invalid location, you no longer get the error message, instead it just disappears and is lost.
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Blu3wolf
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Re: Bug Reports

Post by Blu3wolf »

It should just be dropped on the ground rather than lost. Will see about adding the error message back.
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Re: Bug Reports

Post by michael-68438 »

Wow, I was so excited to see the rewrite in 0.4.0! "Tested with 2500 farms" - finally. Many thanks for working on this!

Sadly, my ability to stumble into mod bugs continues. I updated from 0.3.7 to 0.4.0 and my average fps/ups dropped from 37 to 8. The game is a slideshow now. When I hit the F5 button, it seems the tree farm lite script is taking between 80 to 110 ms per frame...? Oddly, lua garbage collection repeatedly fluctuates from 2.9 ms to 4.2 ms. It's as if the tree farm script is stuck repeatedly doing some expensive operations, like allocating and deallocating game objects and/or containers.

I found that one of my tree farm outposts was backed up; all the farms (mk1's) in this outpost were stuck with 49 pieces of wood in their inventory and nowhere to go with it. (I expected the script for that farm would just "go to sleep" for a short time when it's full of wood...) Plopping a bunch of chests and inserters to drain all the wood from the system seems to be improving things. After a few minutes max fps/ups has increased from 9 to 11 and the script update time has dropped from 80-110 to 69-102 ms.

Have you tested the mod with the farms backed up with wood? Seems like that could easily happen if a player gets stuck working on other things for a while.

EDIT: After I drained all the farm mk1's of wood, performance eventually stabilized. Average fps/ups is around 45 (in 0.4.0) now, up from 37 (in 0.3.7).
Last edited by michael-68438 on Wed May 18, 2016 7:43 pm, edited 1 time in total.
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Re: Bug Reports

Post by Rseding91 »

michael-68438 wrote:Wow, I was so excited to see the rewrite in 0.4.0! "Tested with 2500 farms" - finally. Many thanks for working on this!
Tested with the robot tree farms not the other garbage ones :P I told him to just delete the other ones but I guess that didn't happen.
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Re: Bug Reports

Post by Kami »

Soon as a Treefarm grows to max and chest is full, FPS dies. SS attached.
https://gyazo.com/89a07fb8a7d3ed3ee7fbc10bf118adc6
https://gyazo.com/f452be2dabdb85bed4bdbb3ed6e65189
https://gyazo.com/6e18b2678a6fd24b709e4f67b8017540

Confirming what @michael-68438 said.

Solved by adding a smart network to only allow the farms to grow when less then 5000 wood exists in the chest above.
https://gyazo.com/817461d86e30c59df00198a08936b655
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Blu3wolf
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Re: Bug Reports

Post by Blu3wolf »

Rseding91 wrote:
michael-68438 wrote:Wow, I was so excited to see the rewrite in 0.4.0! "Tested with 2500 farms" - finally. Many thanks for working on this!
Tested with the robot tree farms not the other garbage ones :P I told him to just delete the other ones but I guess that didn't happen.
This is an interesting thing really. The robot treefarms make more sense in terms of Factorio. The basic fields are relatively easy to make and too simple to operate, with the mk2 version having the limitation of needing drones to work.

I am thinking that for my own personal game, the basic fields perhaps do not have a place in the future.
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Re: Bug Reports

Post by roy7 »

Kami wrote:Soon as a Treefarm grows to max and chest is full, FPS dies. SS attached.
https://gyazo.com/89a07fb8a7d3ed3ee7fbc10bf118adc6
https://gyazo.com/f452be2dabdb85bed4bdbb3ed6e65189
https://gyazo.com/6e18b2678a6fd24b709e4f67b8017540

Confirming what @michael-68438 said.

Solved by adding a smart network to only allow the farms to grow when less then 5000 wood exists in the chest above.
https://gyazo.com/817461d86e30c59df00198a08936b655
Try the version this guy posted and see if it helps?

viewtopic.php?f=96&t=24889&p=160819#p160793
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Blu3wolf
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Re: Bug Reports

Post by Blu3wolf »

Try the version this guy posted and see if it helps: https://github.com/Blu3wolf/Treefarm-Lite/releases

0.4.1 is up with a bugfix for that performance hit with full outputs.

Edit: amusingly enough both versions are the same fix by the same guy :P
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Re: Bug Reports

Post by Asekhan »

Oh, yeah I guess I could have posted here and not just in the modpack thread.

Great work on maintaining the mod though, I never could stick to something for any period of time really. Guys like you are a live saver, happy I could help =)
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Blu3wolf
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Re: Bug Reports

Post by Blu3wolf »

Im happy you could help too! Cheers!
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Re: Bug Reports

Post by Senshi »

My biggest gripe with the mod (which either is a bug, or a lack of feature, IMO):

Using the regular treefarm and using a single belt that both supplies the seeds and exports the wood (left side/right side). I find that the common inserter that is supposed to feed the seeds to the farm box also picks up wood and places it in the "seeds" slot in the farm. Obviously, the farm can't use wood in this slot, so it stops planting new saplings. This makes it necessary to manually check up on the farms every now and then to "unclog" them.

Is it possible to restrict that slot to only accept either tree or coral seeds, nothing else?
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MtnDew
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Re: Bug Reports

Post by MtnDew »

I always use two seperate belts normally but I did use one belt like you before. I just used a smart inserter filtered to just seeds to prevent the problem. When it first happened to me, I had a similar thought as you that it was a bug or oversight because most things in factorio won't feed things into them that don't work (like assemblers). Hopefully it will be fixed at some point.
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Blu3wolf
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Re: Bug Reports

Post by Blu3wolf »

Not sure if this can be fixed. Wood gets loaded into that slot because its fuel. Saplings are also fuel. This is because treefarms are a type of furnace. We need them to be a type of furnace to have them automatically select the appropriate recipe to use. If we swapped fertilizer and saplings as fuel, it still would have this issue, just with fertilizer and wood instead of saplings and wood.

Possibly it can be fixed, but I dont know enough of Factorios workings to see a way that it can.
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steinio
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Re: Bug Reports

Post by steinio »

MtnDew wrote:I always use two seperate belts normally but I did use one belt like you before. I just used a smart inserter filtered to just seeds to prevent the problem. When it first happened to me, I had a similar thought as you that it was a bug or oversight because most things in factorio won't feed things into them that don't work (like assemblers). Hopefully it will be fixed at some point.
You may use a smart inserter with filter on sapling.
What has everyone against smart inserter? ;)
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Re: Bug Reports

Post by Airat9000 »

I do not work :( technology and recipes with other modes.
I can throw files
https://yadi.sk/d/k5C_kWDNpaTc2
:( :?
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How to write a good bug report

Post by Blu3wolf »

You can read the whole article here: http://www.chiark.greenend.org.uk/~sgtatham/bugs.html

The summary covers the basic points, but they are elaborated excellently at the above link.

*The first aim of a bug report is to let the programmer see the failure with their own eyes. If you can't be with them to make it fail in front of them, give them detailed instructions so that they can make it fail for themselves.
*In case the first aim doesn't succeed, and the programmer can't see it failing themselves, the second aim of a bug report is to describe what went wrong. Describe everything in detail. State what you saw, and also state what you expected to see. *Write down the error messages, especially if they have numbers in.
*When your computer does something unexpected, freeze. Do nothing until you're calm, and don't do anything that you think might be dangerous.
*By all means try to diagnose the fault yourself if you think you can, but if you do, you should still report the symptoms as well.
*Be ready to provide extra information if the programmer needs it. If they didn't need it, they wouldn't be asking for it. They aren't being deliberately awkward. Have version numbers at your fingertips, because they will probably be needed.
*Write clearly. Say what you mean, and make sure it can't be misinterpreted.
*Above all, be precise. Programmers like precision.

Also for bonus points when writing good bug reports, report them to the Github issue tracker, and I will be much more likely to see it! Its also much much less likely to get forgotten, or hidden under a pile of new posts...

You can find the Treefarm Lite issue track here: https://github.com/Blu3wolf/Treefarm-Lite/issues
And the Treefarm AC issue tracker here: https://github.com/Blu3wolf/Treefarm-AC/issues
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