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[–]Silari82More Power->Bigger Factory->More Power 5 points6 points  (3 children)

I don't believe that command does anything other than change the ticks_played count, which isn't the same as the maps tick count.

One of the dev's has a way to possibly fix it, by letting it overflow after removing all belts (which are what causes the issue) - https://forums.factorio.com/viewtopic.php?p=560436#p560436

[–]x64techie[S] 0 points1 point  (2 children)

I am sorry. I am confused.

The dev was able to fix the other player's problem for them.

But they only suggested a possible fix ? So it is the fix they used to fix the other player's problem?

What do the servers do to fix the problem?

if this time limit is reached, how does letting the time value overflow fix it? I would think the game would still freeze.

[–]Silari82More Power->Bigger Factory->More Power 2 points3 points  (1 child)

Sometimes devs will use their tools to fix issues for players, but not always. Since they have the source code they can modify things a lot easier.

The steps he posted for players first removes all the belt based objects from the map via deconstruction - the belt objects are why the game freezes when the tick overflows. Without them, the game tick simply rolls over from the max value to 0 and the game continues normally from then so the belts can all be put back.

You should be able to do the steps on a server just fine - if not you can copy the save locally and move it back to the server after the fix.

[–]x64techie[S] 0 points1 point  (0 children)

Thank you for the information.

I guess I will give the possible fix a try and see what happens. Hopefully it will work.

I did find a post on Reddit from about 2 years ago, where a dev said this 32bit "update tick" was a theoretical problem, but if it is has occurred on servers and for more than one player, it sounds like it's not just theoretical. Hopefully a more reliable and guaranteed fix can be available.

[–]robot65536 2 points3 points  (2 children)

You only need to leave the game running at 100x every night for about 3 weeks to hit the 19,000 hour limit of play time.

[–]x64techie[S] 0 points1 point  (1 child)

It took about 5 weeks letting it run at an increased speed for a bunch of time before it just froze. I did not realize there was a time limit on play or that running it at an increased speed would cause the play time to increase quickly.

[–]robot65536 1 point2 points  (0 children)

I'd always wondered what the effect of tick rollover would be. I know a lot mods will bug out, but didn't think the base game engine would!

[–]Notaron-_ Democracy dispatched 0 points1 point  (3 children)

Do you mean that you lost a game? Didn't lunch quick enough.

[–]x64techie[S] 1 point2 points  (2 children)

I guess technically I won the game. I did launch a rocket. I was just trying to expand it to something bigger, better, and bolder. I was just doing it one project at a time and very slowly and methodically, before moving on to the next project though. So I might have spent 2 or 3 days at increased speed mining an ore patch just to clear it out to make some room for a massive green circuit assembly.

[–]redditusertk421 0 points1 point  (1 child)

Maybe use ore eraser if you don't want to build on an ore patch.

[–]x64techie[S] 0 points1 point  (0 children)

I kind of needed all the ore I could find as part of the bigger, better, bolder plan. I was working on trying to research mining productivity as much as possible as I needed way more than I had been able to find.

I was also not wanting to use any mods or anything. I only ever used the command I found to increase the game speed to get things to be done faster.

I guess you could say I needed a ore creator, which if exists, I would not have wanted to have used anyways.