Search found 94 matches

by darklich14
Tue Jan 21, 2020 7:04 am
Forum: General discussion
Topic: What causes dashed lines from pathfinder
Replies: 1
Views: 747

What causes dashed lines from pathfinder

I have heard they are from "failed paths" but can we get some more discussion on this matter? In late game where massive cleansing must occur, the biters seem to just give up. What are we supposed to do besides just wait for them to despawn? I want them to get as angry as absolutely possib...
by darklich14
Fri Jan 17, 2020 4:05 pm
Forum: Not a bug
Topic: [Oxyd] [0.17.74] Pathfinder fails and unit groups stand around idle
Replies: 12
Views: 3423

Re: [Oxyd] [0.17.74] Pathfinder fails and unit groups stand around idle

Unfortunately I don't have any additional information on this. I can't recall if it was "left blank" or if it was set to 100 or whatever it was. I was thinking if someone with source could check to see if that value gets set to some default internally, that could be useful to check but oth...
by darklich14
Tue Oct 29, 2019 5:09 pm
Forum: Not a bug
Topic: [Oxyd] [0.17.74] Pathfinder fails and unit groups stand around idle
Replies: 12
Views: 3423

Re: [Oxyd] [0.17.74] Pathfinder fails and unit groups stand around idle

Somehow these were set to 100. I set it back to 8000 and 1000 per data/base/prototypes/map_settings.lua and now it is working fairly well /c game.map_settings.path_finder.max_work_done_per_tick=8000 /c game.map_settings.path_finder.max_steps_worked_per_tick=1000 I will follow up with additional obse...
by darklich14
Tue Oct 29, 2019 2:57 pm
Forum: Not a bug
Topic: [Oxyd] [0.17.74] Pathfinder fails and unit groups stand around idle
Replies: 12
Views: 3423

Re: [0.17.74] Pathfinder fails and unit groups stand around idle

I want to chronicle some observations: Shortly after loading the map, the fringe is apparently not covering the entire map unknown.png After removing a few stuck biters in the editor, after a few moments the fringe covers the map Screenshot from 2019-10-29 09-49-27.png I found this group that seems ...
by darklich14
Tue Oct 29, 2019 2:28 am
Forum: Not a bug
Topic: [Oxyd] [0.17.74] Pathfinder fails and unit groups stand around idle
Replies: 12
Views: 3423

Re: [0.17.74] Pathfinder fails and unit groups stand around idle

Should the pathfinder cache look like this? Something seems a bit odd here with the display
Screenshot from 2019-10-28 22-27-13.png
Screenshot from 2019-10-28 22-27-13.png (62.86 KiB) Viewed 3383 times
by darklich14
Mon Oct 28, 2019 10:27 pm
Forum: Not a bug
Topic: [Oxyd] [0.17.74] Pathfinder fails and unit groups stand around idle
Replies: 12
Views: 3423

Re: Pathfiner fails and unit groups stand around idle

The forum will not let me upload the map. Where should I place it?
by darklich14
Mon Oct 28, 2019 10:08 pm
Forum: Not a bug
Topic: [Oxyd] [0.17.74] Pathfinder fails and unit groups stand around idle
Replies: 12
Views: 3423

[Oxyd] [0.17.74] Pathfinder fails and unit groups stand around idle

The pathfinder just gave up at some point. I'm not sure what's going on here. Map is linked (https://we.tl/t-UlE55rWl4l) with plenty of unit groups that get artilleried and just stand there and do nothing.
Screenshot from 2019-10-28 15-20-22.png
Screenshot from 2019-10-28 15-20-22.png (361.42 KiB) Viewed 3420 times
by darklich14
Sun Jun 09, 2019 5:51 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.47] Crash: *this->reservedFor == train was not true
Replies: 10
Views: 3483

Re: [0.17.47] Crash: *this->reservedFor == train was not true

Similar crash doing similar things, but different assertion: Error TrainSignalLogic.cpp:110: this->reservedSignalsClose[0].signal == signal was not true Raw stacktrace: 0x9b4495, 0x9b4c18, 0x9d0fbf, 0xaa18f8, 0xee661f, 0xee71eb, 0x9fb992, 0x9fbbaf, 0xa04370, 0xee8eec, 0xee923a, 0xee9688, 0xeeec2a, 0...
by darklich14
Sat Jun 08, 2019 2:25 am
Forum: Resolved Problems and Bugs
Topic: [0.17.47] Crash: *this->reservedFor == train was not true
Replies: 10
Views: 3483

Re: [0.17.47] Crash: *this->reservedFor == train was not true

I should have included that's what i was doing: deconning chunks of rails with at least a few rails and each signal type in the selection. I think the stack trace hints at that but maybe not.
by darklich14
Fri Jun 07, 2019 10:18 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.47] Crash: *this->reservedFor == train was not true
Replies: 10
Views: 3483

[0.17.47] Crash: *this->reservedFor == train was not true

You do not want my save file. Trust me. Here's a stack trace though. Factorio crashed. Generating symbolized stacktrace, please wait ... Raw stacktrace: 0xaef60b, 0xca67fd, 0x9b4c18, 0x9d0fbf, 0xc20191, 0xc20b67, 0xed4228, 0xed475f, 0xed4d72, 0xed4ecc, 0x9f0f60, 0xaab4f3, 0xed8e30, 0xc74eb4, 0x80025...
by darklich14
Wed Jun 05, 2019 8:21 pm
Forum: Gameplay Help
Topic: Aggressively deactivate angry biters
Replies: 7
Views: 1718

Aggressively deactivate angry biters

When tons of artillery is fired, unit groups increase into the thousands. The biters sit there until they can have a turn with the pathfinder to attack. The number of active entities grows, UPS drops, and in MP eventually the FPS drops to unplayable on mediocre hardware. Can the biters waiting to ha...
by darklich14
Wed Jun 05, 2019 8:07 pm
Forum: Ideas and Suggestions
Topic: Map View Slow-Scroll
Replies: 0
Views: 526

Map View Slow-Scroll

When the map is huge, and my FPS drops, when I try to scroll with WASD in map-view, I get lost with how fast the single tick scroll goes. Can we have something like shift to lessen the map scroll velocity for WASD keys? I'm trying to be concise without being too vague so please do not hesitate to as...
by darklich14
Wed Jun 05, 2019 8:03 pm
Forum: Ideas and Suggestions
Topic: Biter corpse piles too deep
Replies: 2
Views: 1263

Re: Biter corpse piles too deep

I may be wrong, but I think GPUs are pretty good at displaying the same thing many times, so though it seems like there may be overhead with this, I think the GPU deals with it without much consequence.
by darklich14
Wed Jun 05, 2019 8:01 pm
Forum: Ideas and Suggestions
Topic: Do something about 600 build queue limit
Replies: 13
Views: 7386

Re: Do something about 600 build queue limit

I just want to attemp to correct a typo here for the copypasta type like myself: /c game.player.force.max_successful_attempts_per_tick_per_construction_queue = 20 game.player.force.max_failed_attempts_per_tick_per_construction_queue = 20 As always, thanks Klonan for sharing this. And all the other W...
by darklich14
Fri May 17, 2019 2:52 pm
Forum: Releases
Topic: Version 0.17.41
Replies: 15
Views: 12488

Re: Version 0.17.41

Another vote for broken updater and 404 on website (linux)
by darklich14
Mon May 13, 2019 3:16 pm
Forum: General discussion
Topic: Biter Path Cache
Replies: 6
Views: 1679

Re: Biter Path Cache

I usually see the value numbers in the thousands, tens of thousands sometimes, but i feel like values in the 100s of thousands are not very common. Low hanging fruit for cleaning up. The biters on that path are gone and the number is falling.
by darklich14
Mon May 13, 2019 3:07 pm
Forum: General discussion
Topic: Biter Path Cache
Replies: 6
Views: 1679

Re: Biter Path Cache

I see, Thank you for the clarification. In any case, it seems for game performance's sake, a large number would suggest it be good to go destroy the biters which are keeping that path alive.
by darklich14
Mon May 13, 2019 2:54 pm
Forum: General discussion
Topic: Biter Path Cache
Replies: 6
Views: 1679

Re: Biter Path Cache

After briefly skimming the GreedyDual concept, is that to say the larger the number for the path, the more expensive it would be to reevaluate it? So it's not that it inherently costs more to keep the path around - it would just be more of a hit to have to reevaluate it?
by darklich14
Mon May 13, 2019 2:29 pm
Forum: General discussion
Topic: Biter Path Cache
Replies: 6
Views: 1679

Biter Path Cache

What does the number mean to the right of the path cache coordinate? I see the matching color at the surface coordinate shown in the path cache, but the numbers are huge on some of those. Way too long to simply be the length of the path, unless it's getting in a loop somewhere and backtracking on it...

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