Search found 94 matches
- 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...
- 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...
- 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...
- 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 ...
- 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
- Mon Oct 28, 2019 11:07 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] Pathfiner fails and unit groups stand around idle
Thank you Loewchen. Here is the file: https://we.tl/t-UlE55rWl4l
- 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?
- 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.
- 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...
- 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.
- 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...
- 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...
- 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...
- 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.
- 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...
- 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)
- 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.
- 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.
- 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?
- 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...