Once i got the Space platform and tried to expand the tiles, game freezes for around 60 seconds.
Same happens when deleting tiles as well.
But for some reason (video provided) when path is narrow it builds without issues and only hangs when it gets to the edge.
In the "Show Time Usage" debug feature i can see that Space Platforms reach 626/0.005/62670 after game unfreezes.
This is obviously work of the mods i had installed before, but even with zero of them active, all disabled and just Vanilla game + DLC its still happening.
I tried to load a older gamefile with another playthough with same list of mods that i had in the broken save and there it works fine.
I tried loading up same mod list on brand new game as well, cheated to get a space platform fast with creative mod, there it works fine.
Can mods influence a Space Platform logic for a save file even if they are already disabled?
[boskid][2.0.32] Game hangs for ~60s on Space Platform Tile Build (AsteroidCollectorNavMesh)
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- Burner Inserter
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[boskid][2.0.32] Game hangs for ~60s on Space Platform Tile Build (AsteroidCollectorNavMesh)
- Attachments
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- 2.0 [space-location=shattered-planet] Space Age Mods Mk. II 105.zip
- Bugged Save File
- (29.86 MiB) Downloaded 5 times
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- space platforms at 626/0.005/62670
- factorio 2025.02.04 - 22.18.07.mp4_snapshot_01.10.023.jpg (475.9 KiB) Viewed 258 times
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- factorio 2025.02.04 - 22.34.09.mp4
- Narrow Path then hangs
- (21.02 MiB) Downloaded 6 times
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- factorio 2025.02.04 - 22.18.07.mp4
- Build Hang
- (10.98 MiB) Downloaded 5 times
Re: [boskid][2.0.32] Game hangs for ~60s on Space Platform Tile Build (AsteroidCollectorNavMesh)
So the issue here was that when mods are changed, space platform's asteroid nav mesh would keep using max tether distance value from when the space platform was created. Since this save file was heavily modded and most likely had an insane value of quality levels, the game claimed the max tether distance was 54265.5 (while in default SA it would be only 22.5). Because of that whenever tiles were changing, the navmesh computation was doing of extra checks far far away since the navmesh had to be prepared to account for a possible asteroid collector with an extremally long tether (arm).
For 2.0.34 i did a change that when save file is loaded and the max tether value was changed, the navmesh on the space platform will be rebuilt from scratch using new max tether value.
For 2.0.34 i did a change that when save file is loaded and the max tether value was changed, the navmesh on the space platform will be rebuilt from scratch using new max tether value.
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- Burner Inserter
- Posts: 11
- Joined: Wed Jan 20, 2016 2:59 pm
- Contact:
Re: [boskid][2.0.32] Game hangs for ~60s on Space Platform Tile Build (AsteroidCollectorNavMesh)
Thank you for looking into it even tho mods were involved, much appriciated.
Ive managed to salvage my save same way as you recomended deleteding space platform and remake it without any mods.
Isolated mod as culprit Additional Qualities
It have up to 240 Qualities and bloated numbers, Asteroid Collector on x240 have Collection Area 60295x60295
Ive managed to salvage my save same way as you recomended deleteding space platform and remake it without any mods.
Isolated mod as culprit Additional Qualities
It have up to 240 Qualities and bloated numbers, Asteroid Collector on x240 have Collection Area 60295x60295
- Attachments
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- Quality #240
- 2025.02.05 - 17.32.25.png (88.59 KiB) Viewed 143 times