Page 1 of 2
Re: Version 0.11.10
Posted: Tue Jan 06, 2015 7:35 pm
by bobingabout
okay, if you've done these changes to inserters force mods to update inserters, what values should we use to make inserters put items on the near side of the belt?
Take a look at the base mode.
The values were 0.86, 0.14 (distant, near side of the belt).
Now these are 0.7, 0.3
EDIT: that was an edit, not a reply. I've done that myself before in my subforum
anyway, the numbers that seem to be causing the problem for me were with "insert_position" were 1.35 in the old base mod, and changed to 1.2, so I've been changing them to 1.2 and 0.8 and the game seems to be accepting it, I havn't tried them out yet though.
Re: Version 0.11.10
Posted: Tue Jan 06, 2015 8:31 pm
by McGuten
I have the same problem as Bob, how can i correct it?
EDIT: now i tried to put the same values and now work.
Re: Version 0.11.10
Posted: Tue Jan 06, 2015 8:38 pm
by bobingabout
McGuten wrote:EDIT: now i tried to put the same values and now work.
thats why I shared :3
Re: Version 0.11.10
Posted: Tue Jan 06, 2015 8:52 pm
by Smarty
that hotfix is just in time! Good job
Re: Version 0.11.10
Posted: Tue Jan 06, 2015 9:04 pm
by kovarex
bobingabout wrote:okay, if you've done these changes to inserters force mods to update inserters, what values should we use to make inserters put items on the near side of the belt?
Take a look at the base mode.
The values were 0.86, 0.14 (distant, near side of the belt).
Now these are 0.7, 0.3
EDIT: that was an edit, not a reply. I've done that myself before in my subforum
anyway, the numbers that seem to be causing the problem for me were with "insert_position" were 1.35 in the old base mod, and changed to 1.2, so I've been changing them to 1.2 and 0.8 and the game seems to be accepting it, I havn't tried them out yet though.
Oups, sorry

Re: Version 0.11.10
Posted: Tue Jan 06, 2015 11:11 pm
by roy7
Continued the MP .8 game we've been doing and first autosave that happened froze the game. We waited a bit, no help, so when I as host hit 'quit game' the other player's client crashed to desktop. I'm looking for any sort of log file I might be able to upload as a full bug report.
Re: Version 0.11.10
Posted: Wed Jan 07, 2015 8:30 am
by bnvy
Not certain of this, but it looks to me like there may be excessive delay in waking up inserters (related to the recent optimization).
I'm looking at the green circuit assembler on the left. It had stalled when I took the screenshot. As you can see, output is not blocked and the assembler only has two completed (of the four it can hold) at this time. It has plenty of wire, but zero iron plates, despite an abundance available to it. The inserters just aren't picking it up.
It's the "stutter" effect where it briefly goes silent, normally because it can't get inputs or unload output. It varies, but seems to do 10-20 smoothly before taking a little break, each of which lasts more than half a second, probably closer to a full second. I tried separately removing either the speed or productivity module, and it didn't seem to make a difference.
On a positive note, this release seems to have eliminated the problem where picking up things like walls and belts sometimes becomes very slow. I'd be picking up a line of belts and the usual rapid pace, and then for no discernible reason they would suddenly start taking more than twice as long. Never figured out a pattern, often went away after saving/reloading, but it was quite frustrating. Have several hours on this release now without seeing it once. Nice.
Re: Version 0.11.10
Posted: Wed Jan 07, 2015 2:39 pm
by DaveMcW
bnvy wrote:It's the "stutter" effect where it briefly goes silent, normally because it can't get inputs or unload output. It varies, but seems to do 10-20 smoothly before taking a little break, each of which lasts more than half a second, probably closer to a full second. I tried separately removing either the speed or productivity module, and it didn't seem to make a difference.
This is caused by not enough output inserters. Input inserters stall when the output stack is >= 2 (for single-item recipes).
Re: Version 0.11.10
Posted: Wed Jan 07, 2015 4:59 pm
by cpy
Are extra low graphics icons fixed?
Tested, still no fix for icons, how can one see what that thing is supposed to be when there are only few pixels. Other things have normal icons but like 50% have complete pixel garbage displayed.
Re: Version 0.11.10
Posted: Wed Jan 07, 2015 5:15 pm
by bnvy
DaveMcW wrote:
This is caused by not enough output inserters. Input inserters stall when the output stack is >= 2 (for single-item recipes).
I stand corrected. You can see the space where I had a second one at first, and replacing it makes it run smoothly. Thanks for the clarification, good to know.
Edit: It appears I was mistaken about this as well:
bnvy wrote:
On a positive note, this release seems to have eliminated the problem where picking up things like walls and belts sometimes becomes very slow. I'd be picking up a line of belts and the usual rapid pace, and then for no discernible reason they would suddenly start taking more than twice as long. Never figured out a pattern, often went away after saving/reloading, but it was quite frustrating. Have several hours on this release now without seeing it once. Nice.
Still happens. Playing with it a bit more, it's about as if I changed manualminingspeedmodifier by a factor of 10, i.e. it takes about 5 seconds to pick up a wall instead of half a sec, though before and after the value displays as zero (wiki says default should be 1?). Hard to believe no one else experiences this, but searching turns up nothing. I'll be starting a new game shortly, and will file a bug report if I can capture saves before and after the first occurrence.
Re: Version 0.11.10
Posted: Fri Jan 09, 2015 9:02 pm
by jakobeng1303
where do I have to change those values (mac)
Re: Version 0.11.10
Posted: Sat Jan 10, 2015 2:17 am
by BrinCaspian
jakobeng1303 wrote:where do I have to change those values (mac)
I just downgraded to 11.9 until the actual mods are fixed. i wasn't experiencing any problems with that build on the Mac.
Re: Version 0.11.10
Posted: Sat Jan 10, 2015 10:55 am
by jakobeng1303
Ok. Then I'll do so as well
Re: Version 0.11.10
Posted: Sun Jan 11, 2015 5:10 pm
by generalmek
interesting for what need multiplayer if players cant find team for playing?
Re: Version 0.11.10
Posted: Sun Jan 11, 2015 6:43 pm
by DRBLN
generalmek wrote:interesting for what need multiplayer if players cant find team for playing?
Guide for finding ppl for MP:
https://forums.factorio.com/forum/vie ... =53&t=7714
We have about 10-20 ppl, who play MP on daily basis.
Re: Version 0.11.10
Posted: Sun Jan 11, 2015 6:46 pm
by HulkingUnicorn
generalmek wrote:interesting for what need multiplayer if players cant find team for playing?
What exactly do you mean? That you can't find someone else to play with? That you can't form groups/teams/clans for PvP? That multiplayer is pointless without dedicated servers/public lobbies?
Addressed in order:
- Play with friends or find others who look for someone to play with in forums etc.
- Play PvE for now or use unofficial teams and your own rules (probably precludes automated defences). The game is under development and we can't expect all aspects of multiplayer (nor all other elements of the game) to be implemented and fully functioning. Keep in mind that the multiplayer is a fairly recent addition to the game; I'd expect such features to be added, though I don't recall seeing details of the planned multiplayer features in the roadmap. Perhaps you should make a separate topic to request such features if one doesn't already exist (please search first).
- I'd at least expect a way for players to host their own servers and announce client hosted games to a master server to be added eventually. The lack of a server/hosted game browser doesn't in any way prevent you from organising sessions with others.
Disregard due to ninja-ing:
I haven't tried multiplayer myself, but people seem to cope playing cooperatively for now (bar the bugs the developers are squashing).
Re: Version 0.11.10
Posted: Tue Jan 13, 2015 8:56 am
by aklesey1
Very frequent crashes with loading save where i crafting items in hands when i saving game
Re: Version 0.11.10
Posted: Tue Jan 13, 2015 10:15 am
by FishSandwich
aklesey1 wrote:Very frequent crashes with loading save where i crafting items in hands when i saving game
Please make an official bug report with specs and steps to reproduce the bug.
Re: Version 0.11.10
Posted: Tue Jan 13, 2015 10:25 am
by kovarex
aklesey1 wrote:Very frequent crashes with loading save where i crafting items in hands when i saving game
That seems like a handy clue.
I just tried to save the game while crafting many times and I didn't encounter any problem.
Does it happen in singleplayer or multiplayer or both?
Could you provide the corrupted save?
Edit: Is it manual saving or autosave, or both?
Re: Version 0.11.10
Posted: Tue Jan 13, 2015 10:33 am
by kovarex
FishSandwich wrote:aklesey1 wrote:Very frequent crashes with loading save where i crafting items in hands when i saving game
Please make an official bug report with specs and steps to reproduce the bug.
That would be best
