[MOD 0.18] Robot Army. v0.4.4

Topics and discussion about specific mods
depeter
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Re: [MOD 0.13.8] Robot Army. 0.2.0

Post by depeter »

True, enemy resistances would affect things quite a bit too! Some of Bob's high-end elemental enemies have no flat bullet-resistance, and while none seem to have flat laser-resistance, most do have some percentage-based laser resistance, so that's another point in favour of mixing the unit types.
In vanilla, 8 flat resistance against bullets would significantly reduce even fully upgraded SMG DPS, but considering the difference in production cost, mixing it up also does indeed seem like a good idea.

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Re: [MOD 0.13.8] Robot Army. 0.2.0

Post by kyranzor »

The changes to rocket bots means they can alpha-strike big biters to death, and wear away at behemoths if there are no terminators near-by. The large damage can get minimized a little by percentage based explosive resistance, but for the most part they deliver many hundreds of damage in one hit to the target. As long as the small critters are taken care of (to not waste rockets on) the rocket bots can pop most threats while the SMG guys are doing their thing.

If you haven't used the rocket bots much, try them out now. The massive damage and no friendly fire anymore means they are pretty useful.

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Re: [MOD 0.13.8] Robot Army. 0.2.0

Post by depeter »

Heh, for some reason I never even thought of trying out the Rocket Droid during the bit of testing I did previously (probably because using the Rocket Launcher weapon manually never really worked out well for me). I'll make sure to give them a try when I reach the required tech level!

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Re: [MOD 0.13.8] Robot Army. 0.2.0

Post by nuhll »

1.)
since i updated to latest version i get crash in my savegame
0.000 2016-07-17 20:55:07; Factorio 0.13.9 (build 23372, win64, steam)
0.000 Operating system: Windows 10
0.000 Program arguments: "D:\Programme\Steam\SteamLibrary\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.000 Read data path: D:/Programme/Steam/SteamLibrary/steamapps/common/Factorio/data
0.000 Write data path: C:/Users/Christoph/AppData/Roaming/Factorio
0.000 Binaries path: D:/Programme/Steam/SteamLibrary/steamapps/common/Factorio/bin
0.013 Graphics options: [FullScreen: true] [VSync: true] [UIScale: 125%] [MultiSampling: OFF] [Graphics quality: normal] [Video memory usage: all] [Light scale: 100%] [Screen: 255] [DXT: false]
0.014 Available display adapters: 1
0.014 [0]: \\.\DISPLAY1 - AMD Radeon (TM) R9 390 Series {0x80005, [0,0], 3840x2160, 32bit, 60Hz}
0.014 Create display on adapter 0. Size 1600x900 at position [1110, 612].
0.309 Initialised OpenGL:[0] AMD Radeon (TM) R9 390 Series; driver: 4.5.13431 Compatibility Profile Context 16.150.2211.0
0.339 Desktop composition is active.
0.530 Loading mod core 0.0.0 (data.lua)
0.532 Loading mod base 0.13.9 (data.lua)
0.595 Loading mod DeathChest 0.13.1 (data.lua)
0.635 Loading mod EvoGUI 0.4.104 (data.lua)
0.676 Loading mod Foreman 0.2.3 (data.lua)
0.715 Loading mod Laser_Beam_Turrets 0.1.7 (data.lua)
0.761 Loading mod robotarmy 0.2.0 (data.lua)
0.802 Loading mod Misanthrope 0.6.1 (data.lua)
0.852 Loading mod Natural_Evolution_Buildings 6.0.5 (data.lua)
0.898 Loading mod Natural_Evolution_Enemies 6.0.5 (data.lua)
0.946 Loading mod Natural_Evolution_Expansion 6.0.5 (data.lua)
0.999 Loading mod Misanthrope 0.6.1 (data-updates.lua)
1.044 Loading mod Natural_Evolution_Buildings 6.0.5 (data-updates.lua)
1.098 Loading mod Natural_Evolution_Enemies 6.0.5 (data-updates.lua)
1.144 Loading mod Natural_Evolution_Expansion 6.0.5 (data-updates.lua)
1.191 Checksum for core: 1287107447
1.191 Checksum for mod base: 2251615999
1.191 Checksum for mod autofill: 0
1.191 Checksum for mod DeathChest: 1731457189
1.191 Checksum for mod EvoGUI: 1040096666
1.191 Checksum for mod Foreman: 3917701573
1.191 Checksum for mod Laser_Beam_Turrets: 3880469623
1.191 Checksum for mod robotarmy: 2391337320
1.191 Checksum for mod Misanthrope: 1522759683
1.191 Checksum for mod Natural_Evolution_Buildings: 262363654
1.191 Checksum for mod Natural_Evolution_Enemies: 203429404
1.191 Checksum for mod Natural_Evolution_Expansion: 940947715
1.577 Initial atlas bitmap size is 16384
1.580 Created atlas bitmap 16384x10635
1.580 Created atlas bitmap 4096x1068
6.343 Sprites loaded
6.343 Convert atlas 4096x1068 to: trilinear-filtering
6.395 Loading sounds...
7.484 Custom inputs active: 1
7.515 Factorio initialised
23.196 Info Router.cpp:558: Router peerID(65535) shutting down.
23.196 Info Router.cpp:594: Router state -> Disconnected
23.200 Info MultiplayerManager.cpp:996: networkTick(0) mapTick(-1) changing state from(Ready) to(PreparedToHostGame)
23.200 Info MultiplayerManager.cpp:996: networkTick(0) mapTick(-1) changing state from(PreparedToHostGame) to(CreatingGame)
23.201 Loading map C:/Users\Christoph\AppData\Roaming\Factorio\saves\_autosave3.zip
23.223 Info Scenario.cpp:127: Map version 0.13.9-2
24.003 Applying migration: Natural_Evolution_Buildings: Natural_Evolution_Buildings_5.3.2.lua
24.020 Applying migration: Natural_Evolution_Buildings: Natural_Evolution_Buildings_6.0.0.lua
24.036 Applying migration: Natural_Evolution_Buildings: Natural_Evolution_Buildings_6.0.1.lua
24.052 Applying migration: Natural_Evolution_Buildings: Natural_Evolution_Buildings_6.0.4.lua
24.068 Applying migration: Natural_Evolution_Enemies: Natural_Evolution_Enemies_5.3.2.lua
24.084 Applying migration: Natural_Evolution_Enemies: Natural_Evolution_Enemies_6.0.0.lua
24.100 Applying migration: Natural_Evolution_Enemies: Natural_Evolution_Enemies_6.0.1.lua
24.115 Applying migration: Natural_Evolution_Enemies: Natural_Evolution_Enemies_6.0.4.lua
24.136 Checksum for script C:/Users/Christoph/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 900459546
24.138 Checksum for script __autofill__/control.lua: 2546383396
24.139 Checksum for script __DeathChest__/control.lua: 2457025550
24.141 Checksum for script __EvoGUI__/control.lua: 2392634121
24.150 Checksum for script __Foreman__/control.lua: 177747176
24.152 Checksum for script __robotarmy__/control.lua: 4219419030
24.160 Checksum for script __Misanthrope__/control.lua: 2626698353
24.162 Checksum for script __Natural_Evolution_Buildings__/control.lua: 2690416564
24.164 Checksum for script __Natural_Evolution_Enemies__/control.lua: 387778203
24.166 Checksum for script __Natural_Evolution_Expansion__/control.lua: 2192307618
24.646 Info WindowsUDPSocket.cpp:59: Opening socket at port (34197)
24.646 Info Router.cpp:594: Router state -> Connected
24.646 Info Synchronizer.cpp:56: NetworkTick(0) initialized Synchronizer local peer(0) latency(3).
24.646 Hosting game at port 34197, peerID 0, session magic 1978
24.646 Info MultiplayerManager.cpp:996: networkTick(0) mapTick(2340001) changing state from(CreatingGame) to(InGame)
24.646 Info NetworkInputHandler.cpp:45: mapTick(2340001) networkTick(0) initialized NetworkInputHandler local peer(0).
24.647 Info WindowsUDPSocket.cpp:59: Opening socket at port (0)
24.711 Info MultiplayerManager.cpp:1527: Received peer info for peer(0) username(Nuhll).
24.711 Info MultiplayerManager.cpp:1143: networkTick(3) mapTick(2340001) received stateChanged peerID(0) oldState(Ready) newState(CreatingGame)
24.711 Info MultiplayerManager.cpp:1143: networkTick(3) mapTick(2340001) received stateChanged peerID(0) oldState(CreatingGame) newState(InGame)
24.792 Info NetworkInputHandler.cpp:754: mapTick(2340007) networkTick(10) connecting to player(Nuhll).
24.792 Info NetworkInputHandler.cpp:608: assigning playerIndex(2) to peer(0)
24.793 Info GameActionHandler.cpp:2693: MapTick(2340007) processed PlayerJoinGame peerID(0) playerIndex(2) mode(connect)
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-jvrtr9\libraries\stackwalker\stackwalker.cpp (906): StackWalker::ShowCallstack
c:\cygwin64\tmp\factorio-jvrtr9\src\util\logger.cpp (328): Logger::writeStacktrace
c:\cygwin64\tmp\factorio-jvrtr9\src\util\logger.cpp (382): Logger::logStacktrace
c:\cygwin64\tmp\factorio-jvrtr9\src\util\crashhandler.cpp (84): CrashHandler::writeStackTrace
c:\cygwin64\tmp\factorio-jvrtr9\src\util\crashhandler.cpp (151): CrashHandler::PureCallHandler
f:\dd\vctools\crt\vcruntime\src\misc\purevirt.cpp (29): _purecall
c:\cygwin64\tmp\factorio-jvrtr9\src\ai\attackareabehavior.cpp (147): AttackAreaBehavior::getCurrentDestination
c:\cygwin64\tmp\factorio-jvrtr9\src\entity\unit.cpp (168): Unit::hasSameDestination
c:\cygwin64\tmp\factorio-jvrtr9\src\entity\unit.cpp (44): enemyCanPassToDestination
c:\cygwin64\tmp\factorio-jvrtr9\src\map\advancedtile.cpp (8): AdvancedTile::collidePredicate
c:\cygwin64\tmp\factorio-jvrtr9\src\surface\surface.cpp (764): Surface::collideWithEntityPredicate
c:\cygwin64\tmp\factorio-jvrtr9\src\surface\surface.cpp (730): Surface::collidePredicate
c:\cygwin64\tmp\factorio-jvrtr9\src\entity\unit.cpp (486): Unit::hasClearViewOfTarget
c:\cygwin64\tmp\factorio-jvrtr9\src\ai\gotobehavior.cpp (218): GotoBehavior::updatePath
c:\cygwin64\tmp\factorio-jvrtr9\src\ai\gotobehavior.cpp (75): GotoBehavior::GotoBehavior
c:\cygwin64\tmp\factorio-jvrtr9\src\ai\pursuebehavior.cpp (12): PursueBehavior::PursueBehavior
c:\cygwin64\tmp\factorio-jvrtr9\src\ai\attackareabehavior.cpp (74): AttackAreaBehavior::execute
c:\cygwin64\tmp\factorio-jvrtr9\src\ai\commandable.cpp (141): Commandable::runBehavior
c:\cygwin64\tmp\factorio-jvrtr9\src\entity\unit.cpp (242): Unit::update
c:\cygwin64\tmp\factorio-jvrtr9\src\surface\chunk.cpp (479): Chunk::update
c:\cygwin64\tmp\factorio-jvrtr9\src\surface\surface.cpp (911): Surface::update
c:\cygwin64\tmp\factorio-jvrtr9\src\map\map.cpp (1097): Map::update
c:\cygwin64\tmp\factorio-jvrtr9\src\game.cpp (141): Game::update
c:\cygwin64\tmp\factorio-jvrtr9\src\scenario\scenario.cpp (779): Scenario::update
c:\cygwin64\tmp\factorio-jvrtr9\src\mainloop.cpp (338): MainLoop::gameUpdateStep
c:\cygwin64\tmp\factorio-jvrtr9\src\mainloop.cpp (477): MainLoop::updateLoop
c:\program files (x86)\microsoft visual studio 14.0\vc\include\functional (214): std::_Func_impl<std::_Binder<std::_Unforced,void (__cdecl&)(ThreadBarrier * __ptr64,boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64,boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64,bool * __ptr64,bool,enum MainLoop::HeavyMode),ThreadBarrier * __ptr64,boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64,boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64,bool * __ptr64,bool & __ptr64,enum MainLoop::HeavyMode & __ptr64>,std::allocator<int>,void>::_Do_call
c:\cygwin64\tmp\factorio-jvrtr9\src\util\thread.cpp (34): Thread::loop
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF734348513)
00007FF734348513 (Factorio): (filename not available): boost::thread::start_thread_noexcept
d:\th\minkernel\crts\ucrt\src\appcrt\startup\thread.cpp (115): thread_start<unsigned int (__cdecl*)(void * __ptr64)>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFFE3438102)
00007FFFE3438102 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFFE3EAC5B4)
00007FFFE3EAC5B4 (ntdll): (filename not available): RtlUserThreadStart
129.112 Error CrashHandler.cpp:85: Map tick at moment of crash: 2346219
129.112 Error Util.cpp:77: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.


2. druids wont go out of factory itself (i even destroyed walls) If i buildthem outside, thjey fight like they should.

3. you should probably make them smaller...?

4. if i disable your mod and load the map, no crash.... so i think its yours... but only since last update.

5. sometimes they get attacked and wont fight back...??
Last edited by nuhll on Sun Jul 17, 2016 7:15 pm, edited 1 time in total.

kyranzor
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Re: [MOD 0.13.8] Robot Army. 0.2.0

Post by kyranzor »

1. The crash may be a factorio bug itself, please submit the crash report/log/whatever you can find to the bug report forum.. if the mod causes the crash on that save, can you please try loading a different save and tell me what happens? Try starting a new game (just to see if anything crashes). If all of that seems to work except for that one save, there could be something creepy going on and only the factorio devs are able to find exactly what it is.

IF you have an error message that says something like "robot army / control.lua line x - cannot index table " or whatever, I can sort that out, but a full on game crash I have no useful way to solve it.

Can you tell me what you were doing when the game crashed? What is immediately on loading or was it just randomly while you are playing? Did you have droids "stuck" on the inside of your factory at this time? It's possible their pathfinder caused the crash after a while of not being able to find a way out?

In any case, yes please don't deploy droids inside of a walled base. You must deploy them on the front lines!

On their size, I agree and I'll play around with the scale parameter in the entities and see if I can shrink them and their collision box a little bit.

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Re: [MOD 0.13.8] Robot Army. 0.2.0

Post by nuhll »

It doesnt matter what i do.

Some trys i looked what the droids where doin... sometimes i was building, but it happens between 1-10 min after i load the save, you want it?

Btw already posted under technical questions...

How many druids i can use at the same time, safe?

Im not quite sure, if still some of th em are stuck inside my factoriy, but all i saw where removed. But MANY get stuck inside all the forests.....

Why does my safe are talking about directorys i dont have on my hd...? :D
Last edited by nuhll on Sun Jul 17, 2016 7:25 pm, edited 1 time in total.

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Re: [MOD 0.13.8] Robot Army. 0.2.0

Post by kyranzor »

nuhll wrote:It doesnt matter what i do.

Some trys i looked what the droids where doin... sometimes i was building, but it happens between 1-10 min after i load the save, you want it?

Btw already posted under technical questions...

How many druids i can use at the same time, safe?
yeah could you somehow upload the save for me to try? I wonder if it's a memory leak or if there is some droids stuck or something.. as a test (don't need to save after it or whatever) can you try killing all droids on your force using:

/c game.player.force.kill_all_units()

And see if the crash happens?

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Re: [MOD 0.13.8] Robot Army. 0.2.0

Post by nuhll »

Shoulnt ^ open command line?

http://www.file-upload.net/download-117 ... s.zip.html


Cnat enter the command.
Funny part is, when the crash happens the Map open automatic... :D
Last edited by nuhll on Sun Jul 17, 2016 7:30 pm, edited 1 time in total.

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Re: [MOD 0.13.8] Robot Army. 0.2.0

Post by kyranzor »

nuhll wrote:Shoulnt ^ open command line?
Use whatever key you would use to open chat in multiplayer.. then paste that command in and press enter

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Re: [MOD 0.13.8] Robot Army. 0.2.0

Post by nuhll »

kyranzor wrote:
nuhll wrote:Shoulnt ^ open command line?
Use whatever key you would use to open chat in multiplayer.. then paste that command in and press enter
I look under settings, but cant find akey for it... I never chat in MP. Bc we sit direct in front of each other... :D

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Re: [MOD 0.13.8] Robot Army. 0.2.0

Post by kyranzor »

nuhll wrote:
kyranzor wrote:
nuhll wrote:Shoulnt ^ open command line?
Use whatever key you would use to open chat in multiplayer.. then paste that command in and press enter
I look under settings, but cant find akey for it... I never chat in MP. Bc we sit direct in front of each other... :D
Try /

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Re: [MOD 0.13.8] Robot Army. 0.2.0

Post by nuhll »

I also tried ~

I wouldnt wonder if its not working on german keyboard layout... :evil:

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Re: [MOD 0.13.8] Robot Army. 0.2.0

Post by kyranzor »

nuhll wrote:I also tried ~

I wouldnt wonder if its not working on german keyboard layout... :evil:
Haha, wow, sorry I cannot help with that. I am trying your save game now.

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Re: [MOD 0.13.8] Robot Army. 0.2.0

Post by nuhll »

I found out if i load the save and dont move and alt tab its running forever... :D (10-20 min now)

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Re: [MOD 0.13.8] Robot Army. 0.2.0

Post by kyranzor »

I played for 16 minutes on your save and got the crash. The game crash log looks 99% the same as yours. The interesting thing is I was watching the memory used by the program and it crashed at exactly 1860MB Memory used, shown in Windows Task Manager. This could be a game bug, with too much RAM-hungry shit (mods) going on.

I'm running it with less mods now and watching the memory usage over time.

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Re: [MOD 0.13.8] Robot Army. 0.2.0

Post by nuhll »

It seems to run if you dont move and dont deploy more of your units.

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Re: [MOD 0.13.8] Robot Army. 0.2.0

Post by kyranzor »

Okay so with only my mod, and base mod, and Misanthrope 5.1, I set up infinite droid spawning on the north base area and fixed your clockwork robot manufacturing so both were working 100% of the time, the north half of the map is almost 100% clear of biters and total play time is now 11:30, the save you sent me started at 10:50. That's 40 minutes of playing without crash, while my mod was running the whole time and droids were CONSTANTLY being deployed automatically and with myself moving around every now and then (but mostly idle, especially in the last 25 minutes).

This tells me that some other combination of mods is causing the game to crash, not specifically mine.

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Re: [MOD 0.13.8] Robot Army. 0.2.0

Post by xenotypex »

I have the same crash, and am sure that my previous combination of mods was not crashing until your mod was added. The crash appears to be occurring when the bots bunch up together or when they spawn on top of each other. It may also be due to the total number of bots as it does not occur when I spawn a limited number. Crash log is attached.
Attachments
factorio-current.log
(12.75 KiB) Downloaded 80 times

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Re: [MOD 0.13.8] Robot Army. 0.2.0

Post by nuhll »

No.

It cant be the number of bots. because if you load my game and dont add any new, it still crash at some point.

Also i had all the mods together and never had any crash UNTIL i updated the robot army mod.

But your right, they tend to attack together (which is good) but maybe this is the problem?


edit:
kyranzor wrote:Okay so with only my mod, and base mod, and Misanthrope 5.1, I set up infinite droid spawning on the north base area and fixed your clockwork robot manufacturing so both were working 100% of the time, the north half of the map is almost 100% clear of biters and total play time is now 11:30, the save you sent me started at 10:50. That's 40 minutes of playing without crash, while my mod was running the whole time and droids were CONSTANTLY being deployed automatically and with myself moving around every now and then (but mostly idle, especially in the last 25 minutes).

This tells me that some other combination of mods is causing the game to crash, not specifically mine.

Okay. Then its maybe your updated mod in combination with natural evolution. Because i was using your mod a while without natural evolution and then enabled natural evolution and updated your mod...? Or its just natural evolution. Hmm. But without natrual evolution its too easy... :(

But like i said earlier if i dont deploy new and just idle, no crash. If i dont move and enable production again.. crash, but it takes more time... :D

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Re: [MOD 0.13.8] Robot Army. 0.2.0

Post by kyranzor »

Can you other guys getting the same crash confirm if natural evolution and or bobs enemies are active as well? I was able to get the crash without natural evolution but I did have all of the bobs mods on..

In my 40+ minutes of no crashing it was just robotarmy and misanthrope..

Factorio devs have partially acknowledged the crash on the bug report forum so maybe there is something else going in under the hood.

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