Search found 808 matches
- Mon Dec 08, 2014 12:59 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.5][kovarex] Multiplayer Desync Loop, since 0.11.3
- Replies: 2
- Views: 1409
Re: [0.11.5][kovarex] Multiplayer Desync Loop, since 0.11.3
Thank you for your hard work. What can we do in the mean time? Spread out our manufacturing so the pollution value is smaller and negate it with many many trees? A part of our base is very productive, but very very dirty/polluting.
- Sat Dec 06, 2014 9:55 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.5][kovarex] Multiplayer Desync Loop, since 0.11.3
- Replies: 2
- Views: 1409
[0.11.5][kovarex] Multiplayer Desync Loop, since 0.11.3
Hello Factorio Devs, Attached is a 102+ hour multiplayer game that I played with a friend. We experienced multiple desync loops that were recoverable during various points during the game via various voodoo magic/shenanigans/tips found on forum. The most recent desync loop was not recoverable for a ...
- Sat Dec 06, 2014 9:24 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.5] Game CTD on disconnecting power pole from grid
- Replies: 6
- Views: 3339
[0.11.5] Game CTD on disconnecting power pole from grid
Hello, so I was investigating the cause of a desync loop in this game (separate report) and managed to CTD when I disconnected this power pole (red box) from the grid. This pole has some red wires connected to it. Another pole (green box) can be disconnected safely without CTD. Indeed, if I were to ...
- Sat Dec 06, 2014 12:23 am
- Forum: Mods
- Topic: [MOD 0.12.x] Force Fields - energy powered walls
- Replies: 93
- Views: 83791
Re: [MOD 0.11.x] Force Fields - energy powered walls
The recharging of the emitter is done by the hard-coded game logic - it's not something I can toggle on and off. I'm not good with lua, but from scanning the control.lua, it seems the desired behavior could be obtained by taking a big chunk out of emitterTable["1"].energy into an intermed...
- Fri Dec 05, 2014 8:33 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Force Fields - energy powered walls
- Replies: 93
- Views: 83791
Re: [MOD 0.11.x] Force Fields - energy powered walls
When it's charging it is already drawing at the maximum rate. Once it's fully charged it draws at the idle rate until it ticks and uses some of the energy at which point it charges at the maximum rate until it's full. Thanks for your response. I see now this is why it pulses during wall generation....
- Fri Dec 05, 2014 6:15 am
- Forum: Mods
- Topic: [MOD 0.12.x] Force Fields - energy powered walls
- Replies: 93
- Views: 83791
Re: [MOD 0.11.x] Force Fields - energy powered walls
That math sounds right. It does use the internal buffer during generation. The game its self re-fills the buffer every game tick (using the game-built energy net system). Because the fields run once every 20 ticks you see the pulses from it using energy every 20th tick and the game re-charging the ...
- Fri Dec 05, 2014 4:25 am
- Forum: Mods
- Topic: [MOD 0.12.x] Force Fields - energy powered walls
- Replies: 93
- Views: 83791
Re: [MOD 0.11.x] Force Fields - energy powered walls
You can look at the control.lua file and see the comments near the top that explain power usage. Okay, I took a look. The variable definitions are a bit confusing. It still does not explain why there are energy spikes during wall section generation. The emitter has an internal reserve that requests...
- Thu Dec 04, 2014 11:07 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Force Fields - energy powered walls
- Replies: 93
- Views: 83791
Re: [MOD 0.11.x] Force Fields - energy powered walls
Why do emitters pulse the electrical grid when generating the force walls? I've got a 120 MW test grid with 5GJ of storage and there are many spikes in the electric demand graph when I connect an emitter to the test grid. Since emitters eat at a max of 100 MW, the 120 MW grid should be able to provi...