[1.1.61] wrong save timestamp

Things that has been reported already before.
User avatar
spiral_power
Fast Inserter
Fast Inserter
Posts: 180
Joined: Wed Oct 30, 2019 5:17 am
Contact:

[1.1.61] wrong save timestamp

Post by spiral_power »

Sorry for old version, but it is a save that is mostly neglected.
I do not know the exact time, but it is probably in excess of 20,000 hours.
2.png
2.png (2.58 MiB) Viewed 3447 times
1.png
1.png (3.2 MiB) Viewed 3447 times
factorio-current - コピー (2).log
(240.52 KiB) Downloaded 104 times
User avatar
spiral_power
Fast Inserter
Fast Inserter
Posts: 180
Joined: Wed Oct 30, 2019 5:17 am
Contact:

Re: [1.1.61] wrong save timestamp

Post by spiral_power »

I have been neglecting this save for several months.
I have been doing so for a long time now and have had no problems.

I can't imagine why that would happen at all, but there is a drop in the chart at the time of the time reset.
There is a mysterious mass of messages on the left.
Radar visibility is abnormal. Is the view inverted?

save ( after problem happened ) :
https://drive.google.com/file/d/18Or7Ug ... share_link

save ( before problem happen about 1 week on 60 UPS ) :
https://drive.google.com/file/d/1Aiz64M ... share_link
1.png
1.png (1.66 MiB) Viewed 3432 times
2.png
2.png (1.63 MiB) Viewed 3432 times
3.png
3.png (1.24 MiB) Viewed 3432 times
Bilka
Factorio Staff
Factorio Staff
Posts: 3309
Joined: Sat Aug 13, 2016 9:20 am
Contact:

Re: [1.1.61] wrong save timestamp

Post by Bilka »

Looks like you played for long enough to have the game tick overflow. See for example 101341. Only you got lucky and didn't have the game lock up on you. The linked thread has a command to fix the radar coverage problem. The messages seem like a problem with the chat message timeout, /clear might fix it.

101621 suggests that you may also get an issue with deconstruction marks disappearing.

(I don't know if any of these various issues should be fixed, so I'll leave this thread in bug reports.)
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
User avatar
spiral_power
Fast Inserter
Fast Inserter
Posts: 180
Joined: Wed Oct 30, 2019 5:17 am
Contact:

Re: [1.1.61] wrong save timestamp

Post by spiral_power »

Thanks for the reply. I read through the whole thing.

I see, so there is a wall every 19,884 hours.

The radar visibility problem seems to have returned to normal with the rechart command.
And all the obtrusive messages on the left have disappeared.
The deconstruction feature seems to be working fine at this time.

I don't use any belts in this Bob's save. This may be why the freezing problem did not occur.
However, I am concerned because my Space-Exploration save, which is running in parallel, is almost at 10,000 hours and uses a lot of belts.
An attempt to overcome the overflow barrier with editors will have to be done eventually.
User avatar
spiral_power
Fast Inserter
Fast Inserter
Posts: 180
Joined: Wed Oct 30, 2019 5:17 am
Contact:

Re: [1.1.61] wrong save timestamp

Post by spiral_power »

This phenomenon is related to game.tick overflow.
The per minute notation for ALL is probably divided by the game.tick after overflow. The total value is probably correct.
1.png
1.png (450.52 KiB) Viewed 3109 times
2.png
2.png (325.02 KiB) Viewed 3109 times


If I notice anything else, I will post again.
User avatar
ptx0
Smart Inserter
Smart Inserter
Posts: 1507
Joined: Wed Jan 01, 2020 7:16 pm
Contact:

Re: [1.1.61] wrong save timestamp

Post by ptx0 »

would it be possible to save it as a scenario to reset the tick counter?
User avatar
spiral_power
Fast Inserter
Fast Inserter
Posts: 180
Joined: Wed Oct 30, 2019 5:17 am
Contact:

Re: [1.1.61] wrong save timestamp

Post by spiral_power »

A thread that may be related to game.tick overflow.

[1.1.80] Radar visibility don't work
viewtopic.php?f=49&t=106617
Post Reply

Return to “Duplicates”