[1.0] Next day didn`t come - solar are not working
[1.0] Next day didn`t come - solar are not working
What did you do?
I was building solar megabase. I build a lot of solars and for last couple hours I left computer running (to let robots build what they should). After I came to computer I saved and spotted that my solars didnt kick in back.
No power on solars Best screenshot with day - night cycle. As you can see even on 1h diagram "longer" day is visible.
What happened?
next round of "solars waking up and charge my accumulators" didnt happended.
What did you expect to happen instead? It might be obvious to you, but do it anyway!
Next round of "solars starts from almost zero and gradually charge my accumulators" happened.
I left game for some time and it just discharged my accumlators and made mess in my base (I had separate grids for bots - it mixed them).
I tried to use console commands from https://www.reddit.com/r/factorio/comme ... me_of_day/
but only "light" changing part was happening - it didn`t influence charging.
Files:
https://pastebin.com/J4rijq7r
config.ini
https://pastebin.com/Wgpbg5n6
current.log
https://pastebin.com/pXjQAxLu
previous.log
https://drive.google.com/file/d/1aFt9Np ... sp=sharing
savefile
I was building solar megabase. I build a lot of solars and for last couple hours I left computer running (to let robots build what they should). After I came to computer I saved and spotted that my solars didnt kick in back.
No power on solars Best screenshot with day - night cycle. As you can see even on 1h diagram "longer" day is visible.
What happened?
next round of "solars waking up and charge my accumulators" didnt happended.
What did you expect to happen instead? It might be obvious to you, but do it anyway!
Next round of "solars starts from almost zero and gradually charge my accumulators" happened.
I left game for some time and it just discharged my accumlators and made mess in my base (I had separate grids for bots - it mixed them).
I tried to use console commands from https://www.reddit.com/r/factorio/comme ... me_of_day/
but only "light" changing part was happening - it didn`t influence charging.
Files:
https://pastebin.com/J4rijq7r
config.ini
https://pastebin.com/Wgpbg5n6
current.log
https://pastebin.com/pXjQAxLu
previous.log
https://drive.google.com/file/d/1aFt9Np ... sp=sharing
savefile
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Re: [1.0] Next day didn`t come - solar are not working
Are you absolutely positive that the solar array is connected to the power grid that you are checking?
Factorio Towns... https://youtube.com/playlist?list=PLf5d ... -ps9WNZOCe
Re: [1.0] Next day didn`t come - solar are not working
The save at that location does not seem to be the correct one with reference to your pictures. No solar, and what seems to be some experiments with Trains and combinator circuits.PMGPMG wrote: ↑Tue Sep 08, 2020 9:02 pm https://drive.google.com/file/d/1aFt9Np ... sp=sharing
savefile
- TruePikachu
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Re: [1.0] Next day didn`t come - solar are not working
Just to add here (I've already commented on the Reddit post), I've gone through a brief disassembly of the `ElectricNetwork::solarProduction` function, since a lot of people on Reddit are suspecting integer overflow. I don't see evidence of this within the function; while the number of solar panels of each prototype on a subnetwork is indeed stored as `int32_t`, it is converted to a floating point number before being multiplied by the amount of power the prototype produces, and I don't see any conversions back down to an integer within the mentioned function.
Re: [1.0] Next day didn`t come - solar are not working
I have no idea what you are talking about, so I will post next set of screenshots to provide more context.Squelch wrote: ↑Wed Sep 09, 2020 12:04 amThe save at that location does not seem to be the correct one with reference to your pictures. No solar, and what seems to be some experiments with Trains and combinator circuits.PMGPMG wrote: ↑Tue Sep 08, 2020 9:02 pm https://drive.google.com/file/d/1aFt9Np ... sp=sharing
savefile
Re: [1.0] Next day didn`t come - solar are not working
Whole base had nickname "one screen of solars". That was my goal - build one screen (with maximum zoom out on map) of solars, and then build some passive thing to use this power (thats why becaons on north of solar field)
For context - here is save game around 30 minutes before crash
https://drive.google.com/file/d/1_8myR2 ... sp=sharing
sadly this 30 minutes is on my computer some more than hours, because I have max 11 FPS / UPS .
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Re: [1.0] Next day didn`t come - solar are not working
Yes. My whole base is "one power network" (that is whole point of this base), you can check on screenshots. Only two small grids are not connected:MassiveDynamic wrote: ↑Tue Sep 08, 2020 11:43 pm Are you absolutely positive that the solar array is connected to the power grid that you are checking?
Re: [1.0] Next day didn`t come - solar are not working
Congratulations, you have more than 8388608 solar panels in a single electric network. This overflows variable that tracks total number of solar panels in a given electric network and game thinks you have -8386651.000 solar panels so they do not produce any electricity. To workaround this you may isolate huge chunk of solar panels and connect both electric networks using PowerSwitch - that way they will be connected but solar panels counter will not be shared.
Re: [1.0] Next day didn`t come - solar are not working
The file that you linked to in the first post - aasolar137v10nocliffa.zip - did not appear to be the save that you were talking about. I downloaded it to see if I could replicate your problem, but it did not have any solar panels in the save. I see the second file is - aasolar136v10nocliffa.zip - and this problem now seems to have been identified, so I will not proceed.PMGPMG wrote: ↑Sat Sep 12, 2020 7:18 pmI have no idea what you are talking about, so I will post next set of screenshots to provide more context.Squelch wrote: ↑Wed Sep 09, 2020 12:04 amThe save at that location does not seem to be the correct one with reference to your pictures. No solar, and what seems to be some experiments with Trains and combinator circuits.PMGPMG wrote: ↑Tue Sep 08, 2020 9:02 pm https://drive.google.com/file/d/1aFt9Np ... sp=sharing
savefile
Re: [1.0] Next day didn`t come - solar are not working
Why is the counter not an unsigned data type? Negative numbers of entities kind of don't make any sense anyway.boskid wrote: ↑Sat Sep 12, 2020 7:59 pm Congratulations, you have more than 8388608 solar panels in a single electric network. This overflows variable that tracks total number of solar panels in a given electric network and game thinks you have -8386651.000 solar panels so they do not produce any electricity. To workaround this you may isolate huge chunk of solar panels and connect both electric networks using PowerSwitch - that way they will be connected but solar panels counter will not be shared.
Re: [1.0] Next day didn`t come - solar are not working
I think it is super unlikely to have an unsigned-floating point or unsigned-fixed point type. Solar panel counter is reusing fixed point based on int32_t with a resolution of 1/256 and so the limiting value (solar panel in range of multiple electric networks will be included as fraction in all of them so the need for fractions).
Re: [1.0] Next day didn`t come - solar are not working
Its so you can produce negative energy; which is needed to power the warp drive to get home. WUBE seems to have tipped their hand on a new update.valneq wrote: ↑Sat Sep 12, 2020 9:34 pmWhy is the counter not an unsigned data type? Negative numbers of entities kind of don't make any sense anyway.boskid wrote: ↑Sat Sep 12, 2020 7:59 pm Congratulations, you have more than 8388608 solar panels in a single electric network. This overflows variable that tracks total number of solar panels in a given electric network and game thinks you have -8386651.000 solar panels so they do not produce any electricity. To workaround this you may isolate huge chunk of solar panels and connect both electric networks using PowerSwitch - that way they will be connected but solar panels counter will not be shared.
Re: [1.0] Next day didn`t come - solar are not working
It blows my mind that this bug exists because someone unintentionally brute-forced an int limitation with a single-count in-game item (as opposed to some sort of polynomially or exponentially scaled number). I think everyone involved deserves a round of congratulations. This is peak Factorio.
Re: [1.0] Next day didn`t come - solar are not working
per electric network solarCounts is not save-loaded so it has to have exact value, always. Using some exponential scaled number it could happen that with enough solar panels there would be rounding error which would result in a desync of joining player, and in larger amount of solar panels it could have rounding error large enough that trying to add 1 would always round down not increasing power production from solar panels. Real solution here would be to change this particular counter to be based on int64_t. I am not doing that change.Theikkru wrote: ↑Sun Sep 13, 2020 2:51 am It blows my mind that this bug exists because someone unintentionally brute-forced an int limitation with a single-count in-game item (as opposed to some sort of polynomially or exponentially scaled number). I think everyone involved deserves a round of congratulations. This is peak Factorio.
Re: [1.0] Next day didn`t come - solar are not working
In 1.1.9 this limit will no longer apply.
Re: [1.0] Next day didn`t come - solar are not working
Yeah, hopefully it's not just a 32-bit number now, because you know somebody somewhere is going to build over a billion solar panels and hit that limit too.
Re: [1.0] Next day didn`t come - solar are not working
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Re: [1.0] Next day didn`t come - solar are not working
There was conversation about it on the discord server
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