Adds an alert scanner reading missing materials for ghosts in it's logistic network.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Related to roboports and logistic robots.
Entities which interact with the circuit network.
Change blueprint behavior.
Is this behavior normal?
Definitely not, it looks like the scanner is constantly being reset.
Are there any errors in the log file?
If not, please try reproducing the issue in a blank new world so I can reproduce it. If you could provide the world directly and it is not too large that would also be fine.
I just looked at the log file and it weighs almost 500 MB. It repeats the same entry many times:
5545.178 Script @AlertScanner/control/Event.lua:37: Duplicate entity (remove)
The save itself weighs 48 MB. I have an idea now. Perhaps the reason is in the terminals on a compact processor
Created a new world in sandbox mode. The strange behavior could not be reproduced. Here is the link to the main save: https://dropmefiles.com/zoZhJ
When I cleared the map of all the ghosts, the behavior of the scanner returned to normal. I will look for the reason
My guess turned out to be correct. In fashion https://mods.factorio.com/mod/compaktcircuit to save the connection of signal wires in the drawings, there are objects called input/output point. As long as they exist in the world (it doesn't matter in the same construction zone or not) all scanners behave incorrectly. Is it possible to solve this problem somehow?
I will look into it, i certainly don't want unnecessary incompatibilities.
The problem seems to be the number of construction alerts generated each tick and not actually related to the compakt circuit mod.
In all my regular worlds there is only one alert added each tick, which the mod can handle perfectly. But in the debug world it's suddenly ten alerts each tick.
I am not quite sure what causes this difference and until then I cannot really fix it.
Can you confirm this is the case, i.e. how many construction alerts do you see more alerts than specified in the mod settings? Tiles, ghosts and upgrades count separately.
The specifics of this problem is that the ghosts of connection points appear only if they are involved. Not the placement of the object of this mod as a ghost, but its presence in the drawing with wires connected to other objects
Regarding your question, I didn't quite understand it
In the mod settings the is a "Maximum number of alerts"-setting of this mod. Set that to 2 (the default).
Now tell me if you can see more than 2 alerts at the bottom right of your toolbar. (Something like 20)
From the very beginning I had it 2 by default
The construction network is not really anywhere else. Only in two places. At the unfinished nuclear reactor and in the quarter of the spaceport. In the first one, I saw an alert about 4 request chests and 4 active supply chests, and from the second quarter there were alerts about objects.
I can record a video
That sounds like it is the problem I meant.
I have an idea to add an option for this case, i will release it as an update when it's finished.
Good. If there's anything I can do to help, let me know.
I have added an option called "Enable handling of fast alerts" that might fix your issue to v0.1.8. Please tell me if it works in your case.
I loaded into the save, put the scanner on, it behaves strangely, removed it, turned on a new option and as soon as I put the scanner in the world, this happened:
162.907 Error MainLoop.cpp:1382: Exception at tick 32758974: Мод Alert Scanner (0.1.8) вызвал неустранимую ошибку.
Пожалуйста, сообщите об этой ошибке автору мода.
Error while running event AlertScanner::on_tick (ID 0)
__AlertScanner__/control/History.lua:82: bad argument #1 of 2 to 'pairs' (table expected, got nil)
stack traceback:
[C]: in function 'pairs'
__AlertScanner__/control/History.lua:82: in function 'register'
__AlertScanner__/control/Event.lua:129: in function 'update_surface'
__AlertScanner__/control/Event.lua:178: in function 'update_force'
__AlertScanner__/control/Event.lua:200: in function 'update_scanners'
__AlertScanner__/control/Event.lua:228: in function <__AlertScanner__/control/Event.lua:219>
162.907 Error ServerMultiplayerManager.cpp:92: MultiplayerManager failed: "Мод Alert Scanner (0.1.8) вызвал неустранимую ошибку.
Пожалуйста, сообщите об этой ошибке автору мода.
Error while running event AlertScanner::on_tick (ID 0)
__AlertScanner__/control/History.lua:82: bad argument #1 of 2 to 'pairs' (table expected, got nil)
stack traceback:
[C]: in function 'pairs'
__AlertScanner__/control/History.lua:82: in function 'register'
__AlertScanner__/control/Event.lua:129: in function 'update_surface'
__AlertScanner__/control/Event.lua:178: in function 'update_force'
__AlertScanner__/control/Event.lua:200: in function 'update_scanners'
__AlertScanner__/control/Event.lua:228: in function <__AlertScanner__/control/Event.lua:219>"
I forgot to test the migration of existing worlds, this should now be fixed in v0.1.9
I updated the mod, went into the world to check, but made a mistake in the text and while I was trying to fix it, I caught another crash:
189.969 Error MainLoop.cpp:1382: Exception at tick 32896440: Мод Constructron-Continued (1.0.74) вызвал неустранимую ошибку.
Пожалуйста, сообщите об этой ошибке автору мода.
Error while running event Constructron-Continued::on_nth_tick(15)
__Constructron-Continued__/script/entity_processor.lua:285: bad argument #1 of 2 to 'pairs' (table expected, got nil)
stack traceback:
[C]: in function 'pairs'
__Constructron-Continued__/script/entity_processor.lua:285: in function 'add_entities_to_chunks'
__Constructron-Continued__/control.lua:14: in function <__Constructron-Continued__/control.lua:11>
189.970 Error ServerMultiplayerManager.cpp:92: MultiplayerManager failed: "Мод Constructron-Continued (1.0.74) вызвал неустранимую ошибку.
Пожалуйста, сообщите об этой ошибке автору мода.
Error while running event Constructron-Continued::on_nth_tick(15)
__Constructron-Continued__/script/entity_processor.lua:285: bad argument #1 of 2 to 'pairs' (table expected, got nil)
stack traceback:
[C]: in function 'pairs'
__Constructron-Continued__/script/entity_processor.lua:285: in function 'add_entities_to_chunks'
__Constructron-Continued__/control.lua:14: in function <__Constructron-Continued__/control.lua:11>"
The situation has improved, but the problem remains.
Strange, are you on an experimental factorio version?
Yes. We are currently playing on version 1.1.85
It seems that version is also different. As a hotfix you can try placing some additional ghost where they can not be built (for example in another roboport network), that might fix it temporarily. I will get back if i have a proper solution.
Do I understand correctly that this is the behavior of game alerts because of your mod?
Well, yes, I deleted the only scanner on the planet and this flickering stopped and the fps returned to normal
I'm sitting playing and an epiphany has come to me. I have a mod https://mods.factorio.com/mod/dynamic-robot-queues that changes the refresh rate from 10 to 4
I disabled Dynamic Robot Queues and checked the scanner with the same processor. The flashing of signals was, but not like the first time spam in the log files was also, but not so active, and after enabling the new option, the flashing and spam stopped
Thank you for finding the issue, this is actually very helpful.
I think I can add automatic handling of faster queue speeds to a future update, until then I am afraid that mod is not compatible.