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Fatal Error with Space Exploration #164

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Detoxicity opened this issue Jun 20, 2019 · 7 comments
Open

Fatal Error with Space Exploration #164

Detoxicity opened this issue Jun 20, 2019 · 7 comments

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@Detoxicity
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Issue: Fatal error and crash to main menu.

Factorio: 0.17.50
Version: Robot Army 0.4.3

Description: Spawning Terminator droids on asteroid belts, or on new planets from space exploration causes this error to occur after an indeterminate amount of time.

ModError

@kyranf
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kyranf commented Jun 20, 2019

Thank you for the good quality bug report!

When you say "indeterminate" amount of time, it's not instant or within 5 seconds of spawning the terminator?

I will fix this for the next release, for the function which failed but it could be pointing to some other issue (like droids existing across multiple surfaces/worlds, and the force/surface references failing because of that)

@Detoxicity
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Detoxicity commented Jun 20, 2019

It is not instant.

  1. I had terminators deployed on my home planet with no known issue. If it's the new terminators or a conflict with the old ones I don't know.

  2. I played for hours in space with only terminators on the home planet.

  3. On the asteroid belt after deploying my first terminators in space I experienced the error in about 20-30 seconds.

  4. Upon reload (no asteroid terminators) I played for another hour or so before landing on a new planet. On the planet I deployed hundreds of terminators with no issue for approximately 5-15 minutes. At that point I experienced the error which is posted in the thread.

@kyranf
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kyranf commented Jun 20, 2019

Okay, very interesting. Can you comment on how you deployed the terminators? By hand or by droid assemblers?

It's probably just a corner case on the squad becoming invalid/dead and then trying to check for hunting, so it's not as bad as I might have thought (like not properly handling other surfaces)

@Detoxicity
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On the home world I deployed using assemblers.

On the asteroid belt I deployed by hand.

On the planet I deployed a few by hand (50-100) and then used 6-8 assemblers to continue production. I believe I was upwards of squad 90.

@kyranf
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kyranf commented Jun 20, 2019

Okay, thank you again. I will ensure that bug is fixed on the next release. I am working on v0.5.0 which has new buildings/art, and the functionality of the assembler and guard station is different, control of the units is different (better) without a lot of bloat with the 'unitgroup' crap in the factorio mod API..

next release also has ground-based construction/engineer droids which take from a global storage and deploy buildings to fill ghosts. These might be useful for you to boostrap bases on new worlds in addition to personal robotports.

I don't have a solid idea on release date, probably a week or two AT LEAST away from release.

will you be able to hold on until then??

@kyranf
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kyranf commented Jun 20, 2019

also have you got any other comments/feedback about the mod?

@Detoxicity
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I'll be fine to wait.

In terms of feedback it seems robots are much more ups efficient than AAI vehicle pathfinding. So good job.

kyranf added a commit that referenced this issue Oct 18, 2021
attempting to fix github issue #164
attempting to fix github issue #172
fixing migration script issue with the 0.4.12 migration where it would chew up peoples RAM and break their computers. made it do +-1000 tiles instead of +-15000 tiles for each surface, and each force.
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