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Squads don't change targets if pathfinding fails #96
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Have you tried the "unstable" branch yet? It has some fixes for that.
please test it for me :)
…On Fri, Mar 10, 2017 at 3:05 AM, ctcarton ***@***.***> wrote:
I know factorio pathfinding isn't the most reliable. To compensate for
that I would expect the squads to change targets if they can't find a path
after some reasonable timeout, but they don't seem to do that. If the
nearest alien hive is on an island or some other hard to path location the
robots will just sit there forever instead of seeking out the second
closest.
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I just tried both unstable and development and got this error for both: http://imgur.com/7tw17in |
hey i just updated Unstable branch with a possible fix, please try it now. @ctcarton |
I fixed another bug I found later while testing, same part of the code. |
This is still happening, even with code I checked out from the unstable branch two days ago. I am getting the same crash every time I deploy a robot.
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@thisismynombre can you check out the latest unstable branch please and try again? On line 52 of Squad.lua I cannot see any possible situation that the code can fail with a nil table or arithmetic so this is really strange.. |
Same thing, that's with code I downloaded off of the unstable branch just a few minutes ago.
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Okay I added a line before that, to try and print out what it has in the table before it gets to line 52 and has the error. It will still have the error, but can you tell me what it says just before the error? It will print a message to the game chat. |
@thisismynombre could you maybe upload your saved game as a .zip to here (as an attachment) so I can take a look at it? Can you also confirm that this is a new game, or if it's an old game that you've applied the updated files to? |
I'll attach the save shortly. I created it last week, so it's new. However, I haven't tried a new save with each fix if that's what you mean. I tried the print function above, but it crashed because it was expecting a number in that printf statement. I tried playing with it some, to get it to log or print, but I ran out of time this morning. |
Here's the save I've been using: https://drive.google.com/open?id=0B7iwTPSnXJVzMGh5WlRnOEFNck0 |
Here's a video of me trying your most recent merge with the print function: |
@thisismynombre thanks, i'll load up your save and find out exactly what's going on. It seems like the global table never gets made, or my syntax which is meant to be catching and fixing that is actually causing the problem in the end. |
@thisismynombre Okay, I fixed it. I put a check in there to see if the table which was meant to be of "integer" type was actually of "table" type, and deleted/remade the entry as an integer. everything works properly now. |
That worked, I was able to deploy droids. I had a different crash after a bit, I'll open a new issue with the details. Thanks for fixing that. |
Hi, still same problem :( |
@HoGo80 The game currently deletes units which fail pathfinding, as a CPU saving measure by the developers. but obviously that is bad for my mod's users, because you guys spend a lot of resources on these bots. they aren't free like biters. The new changes in 0.17 when it comes out will allow me to set all the units to not be deleted by the pathfinder failure, which is great. This will stop some of the issues you have. New control method for flying robots should allow them to path to, and kill, enemies on islands without path finding failure so that will come in 0.17 version of mod as well. |
@kyranf Great, thank you for fast reply and for effort you are making with this mod :) |
I know factorio pathfinding isn't the most reliable. To compensate for that I would expect the squads to change targets if they can't find a path after some reasonable timeout, but they don't seem to do that. If the nearest alien hive is on an island or some other hard to path location the robots will just sit there forever instead of seeking out the second closest.
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