Manufacture and deploy automated robot soldiers to attack your foes and defend your factory!
I bring you an update for Robot Army mod! This update has some awesome sprites made by YuokiTani, for all 4 of the current droid types. There will be new icons for the droids later. This release brings the Guard station and Rally Point (see wiki for details) and improvements to the artifact looting that allows bob's mods artifacts to get scooped up too. Rocket droids are now basically high damage snipers, and do no splash damage which should stop the hilarious-yet-expensive friendly fire issues.
Changes from 0.1.44 to 0.2.0 release:
- added guard station
- adjusted rocket droids projectiles so there is 0 splash area rather than 1, to fully avoid the "friendly fire" issue
- added terminator GFX work in progress, courtesy of YuokiTani - the "Lord of Art"
- added "laser" resistance to terminators.
- added rally beacon
- added bullet shells ejecting from rifle and SMG droids
- added custom sprites for smg, rifle, and rocket droids, courtesy of YuokiTani
- reduced terminator range by 1
- changed icons GFX for droid assembler, guard station has a matching one.
- reduced cost of droid assembler and guard station recipe in terms of electronic circuits
- guard station building graphics
- squads now pick up any item on the ground with the word "artifact" in it, so all bobs mods artifacts are now collected.
Failed to load "robotarmy 0.2.0"
robotarmy/data.lua:3__robotarmy_/prototypes/building.lua:202:
attempt to call global 'get_circuit_connector_sprites' (a nil value)
can you fix this?
What were you doing??
First crash since years factorio... i build the druids, but they wont leave my factory (i even removed doors and walls.... if i assembly them outside, they attack like they should...) but like i said i had a crash...
0.000 2016-07-17 20:15:58; 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" "--wait-to-close" "1908"
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]
0.015 Available display adapters: 1
0.015 [0]: \.\DISPLAY1 - AMD Radeon (TM) R9 390 Series {0x80005, [0,0], 3840x2160, 32bit, 60Hz}
0.015 Create display on adapter 0. Size 1600x900 at position [1110, 612].
0.365 Initialised OpenGL:[0] AMD Radeon (TM) R9 390 Series; driver: 4.5.13431 Compatibility Profile Context 16.150.2211.0
0.398 Desktop composition is active.
0.621 Loading mod core 0.0.0 (data.lua)
0.624 Loading mod base 0.13.9 (data.lua)
0.687 Loading mod DeathChest 0.13.1 (data.lua)
0.726 Loading mod EvoGUI 0.4.104 (data.lua)
0.766 Loading mod Foreman 0.2.3 (data.lua)
0.805 Loading mod Laser_Beam_Turrets 0.1.7 (data.lua)
0.852 Loading mod robotarmy 0.2.0 (data.lua)
0.894 Loading mod Misanthrope 0.6.1 (data.lua)
0.941 Loading mod Misanthrope 0.6.1 (data-updates.lua)
0.984 Checksum for core: 1287107447
0.984 Checksum for mod base: 2251615999
0.984 Checksum for mod autofill: 0
0.984 Checksum for mod DeathChest: 1731457189
0.984 Checksum for mod EvoGUI: 1040096666
0.984 Checksum for mod Foreman: 3917701573
0.984 Checksum for mod Laser_Beam_Turrets: 3880469623
0.984 Checksum for mod robotarmy: 2391337320
0.984 Checksum for mod Misanthrope: 1522759683
1.306 Initial atlas bitmap size is 16384
1.309 Created atlas bitmap 16384x9376
1.309 Created atlas bitmap 4096x992
5.984 Sprites loaded
5.984 Convert atlas 4096x992 to: trilinear-filtering
6.007 Loading sounds...
7.072 Custom inputs active: 1
7.102 Factorio initialised
21.732 Info Router.cpp:558: Router peerID(65535) shutting down.
21.732 Info Router.cpp:594: Router state -> Disconnected
21.737 Info MultiplayerManager.cpp:996: networkTick(0) mapTick(-1) changing state from(Ready) to(PreparedToHostGame)
21.737 Info MultiplayerManager.cpp:996: networkTick(0) mapTick(-1) changing state from(PreparedToHostGame) to(CreatingGame)
21.737 Loading map C:/Users\Christoph\AppData\Roaming\Factorio\saves\jaqiundchrismit mods.zip
21.759 Info Scenario.cpp:127: Map version 0.13.9-2
22.537 Applying migration: Robot Army: robotarmy_0.2.0.lua
22.559 Checksum for script C:/Users/Christoph/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 900459546
22.561 Checksum for script autofill/control.lua: 2546383396
22.562 Checksum for script DeathChest/control.lua: 2457025550
22.564 Checksum for script EvoGUI/control.lua: 2392634121
22.572 Checksum for script Foreman/control.lua: 177747176
22.575 Checksum for script robotarmy/control.lua: 4219419030
22.584 Checksum for script Misanthrope/control.lua: 2626698353
48.414 Info WindowsUDPSocket.cpp:59: Opening socket at port (34197)
48.415 Info Router.cpp:594: Router state -> Connected
48.415 Info Synchronizer.cpp:56: NetworkTick(0) initialized Synchronizer local peer(0) latency(5).
48.415 Hosting game at port 34197, peerID 0, session magic 3126
48.415 Info MultiplayerManager.cpp:996: networkTick(0) mapTick(2256624) changing state from(CreatingGame) to(InGame)
48.415 Info NetworkInputHandler.cpp:45: mapTick(2256624) networkTick(0) initialized NetworkInputHandler local peer(0).
48.415 Info WindowsUDPSocket.cpp:59: Opening socket at port (0)
48.492 Info MultiplayerManager.cpp:1527: Received peer info for peer(0) username(Nuhll).
48.492 Info MultiplayerManager.cpp:1143: networkTick(5) mapTick(2256628) received stateChanged peerID(0) oldState(Ready) newState(CreatingGame)
48.492 Info MultiplayerManager.cpp:1143: networkTick(5) mapTick(2256628) received stateChanged peerID(0) oldState(CreatingGame) newState(InGame)
48.546 Info NetworkInputHandler.cpp:754: mapTick(2256632) networkTick(9) connecting to player(Nuhll).
48.546 Info NetworkInputHandler.cpp:608: assigning playerIndex(2) to peer(0)
48.546 Info GameActionHandler.cpp:2693: MapTick(2256632) 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
1497.887 Error CrashHandler.cpp:85: Map tick at moment of crash: 2342310
1497.887 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.
I'm getting the same error as "FORTHELOLZ" upon opening the game itself. (The part where everything loads up) Just gonna leave this here and hope that some fix shows up :D
Galeforce, can you tell me what version of the game you have, what your mod order/list is, or anything else that can help me work out what condition causes the loading to fail? You added some new info that FORTHELOLZ did not, but can you provide any more?
Sure, I am on 0.12.35, HOWEVER, some other 0.13 mods (or whatever the current build is) that I've installed to test DO work, my current mods (which don't conflict, to my knowledge) are (by their listed name in the directory): TimeTools, Warehousing, Landfill, and some smaller mods. I'm sure it's a version bug, but my game just doesn't register that there's a new version of the game. (I dunno if other steam users have this issue)
http://imgur.com/qVkX5Mr this is the whole message in case you need it for some reason. This error may or may not be an issue from your end (I don't mod very well/much). Sorry to bother you with this D:
Edit: If you know what to edit in the game's files and which files they are to get this to work, that'd be cool too if it isn't too much to ask. :P
Edit 2: Completely ignore me, the current build of the game can only be accessed via "Properties>Betas" so it works now that I updated ^^'
Sorry >.<
So the issue for FORTHELOLZ is fixable by just updating to one of the newer 0.13.x versions. Cool thanks for your help Galeforce
Np, but it's not automatically updated so you need to access the "Betas" Tab under the game's "properties" tab that appears when you right-click it in your library :D
Well, factorio is crashing like crazy now. I'd like to add some info on some things that I notice before the crash:
1. Bots stop hunting and group up in a cluster of... a lot. I hadn't noticed until I kept crashing. The ais all notice a biter attack (which unfortunately is about 20 seconds away, 5 seconds out of detection distance) and my game literally explodes, whether or not it's because of the bots.. dunno. http://i.imgur.com/uxTtNbX.jpg
2. Insane lag spikes.
3. Game slows down significantly before going unresponsive, as in things go much slower but the game runs at a sorta constant rate.
Any ideas on what to do/ is it fixable?
[From here are some suggestions on stuff that could make the mod a tad better and possibly prevent it from crashing]
Is there a way to prevent bots from going on train tracks? I may or may not have lost several bots to a train mowing them down while they stand there, defiantly getting squished -_-
I'd like to request/suggest something like a system that, when a train is detected by a rail signal (the things that only trains activate), the bots will stay away from the tracks when a train is detected.
As an anti-crash measure, maybe the ais of all the robots can't activate at once? Maybe 10 or so at a time? (Added in the config or something to be turned on by anyone with problems with big groups activating such as myself)
-Thanks in advance for reading
Oh dear.. well firstly, LOL at the stacking of droids. I have seen this before, but that's a pretty bad case of it. Basically, it can skyrocket out of control and the guys cant move away from the area if they are stuck so it just gets worse and worse. I will try and address this in the next patch but there isn't much you can do about this spawn-stacking for now. I've tried to reproduce this issue and I managed it but it's not consistent, it's rare, so hopefully you can just remove that assembler and all those droids by hand, move someplace more open, and try again?
insane lag spikes could be anything, I need more observation of what might cause it - spawning? hunting (finding target)? pathfinding out of a walled base?
not sure again, could be anything..
suggestions:
1. squads avoid train tracks while idle is certainly possible, I can put something in to do this.
2. I have plans to do 'time multiplexed' AI for my droid squads rather than all at once on the n'th tick. For now though, it's a little unoptimized for sure. I can still have 55+ fps on single player with 600 droids in various sized squads running around and the "average" tick usage of my mod seems low, but the "spikes" could be the right problem and are harder to see/quantify.
Also i'm not sure if you are aware, but the devs have been made aware of one of the crashes that my mod just happens to bring up, related to biter AI pathing math causing possibly invalid chunks (and therefore a crash) to be used. My droids are essentially biters in a disguise, working for the player ;)
Hopefully they can fix the issue on 0.13.10/11 and you will have less crashes (won't fix the other issues...)
Ok :P
Do you want/need a copy of the map I'm crashing on? Btw I can't remove the assembler/ remove the bots.. any suggestions on what to do? :D
Edit: The droids stacked and I hadn't noticed until the first crash, BTW... no saves prior to my knowledge so rip XD
Nah, lets see if the fixes from the devs come through in the next patch (or two, might not be the immediate next one..) which should fix the crash related to pathing.
Why don't you have any autosaves?? Why can't you remove the droid assembler or the bots? You should be able to..
The autosaves are all before the crash... either too far off or too close that the game crashes X(
Ima try to do some magic and if things work :(
if you can get into a save, before the crash, you can rescue your world.. but at a great cost to droid lives! if you can, use the following console command to kill/remove all your droids from the map (and save you from crash-dom!):
/c game.player.force.kill_all_units()
oh but then I'd have to A: deal with the literal army charging my outpost and B: find the console command to spawn them back in X(
Ima see if I can stop the train that triggers the biters to attack, otherwise I'll use your method
Edit: By spending a relatively long time practicing the optimization of routes and ways to manually remove droids, I was able to save them all :D
200 droids in that cluster if you wanted to know XD
to give yourself droids to replace ones you had to kill, just use:
/c game.player.insert({name="droid-smg", count = 200})
assuming all droids were of the SMG variety, else use "droid-rifle" to make them clockwork robots.
Anyway i'm happy you managed to fix it, good luck with killing the biters!
Thanks, love your mod and I wish you the best of luck with it :D
I've been trying to use this mod and gettting the same error as FORTHELOLZ and Galefore was. Is there a way to get the mod to work without opting into the betas?
Crash error:
Failed to load "robotarmy 0.2.0"
robotarmy/data.lua:3__robotarmy_/prototypes/building.lua:202:
attempt to call global 'get_circuit_connector_sprites' (a nil value)
Yes, get v1.4 from the forum thread in the "old versions" spoiler box. You can get the .zip file from there. Here is a direct link though: https://forums.factorio.com/download/file.php?id=12329
Oh, guess I should have thought of that. Thanks much!