#[0.0.7] Global wire recievers unstable

10 messages · Page 1 of 1 (latest)

carmine herald
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Game runs on steam deck. Has medium settings and I have around 100k buildings.

I have a mam. And use a global transmitter with a signal producer to send a shape to the mam

I noticed that the global recievers controlling the mam are unstable. And start flickering. Even though the whole system should be in a steady state. (The whole wire network only changes when the global reciver receive ankther signal.

When I build a reciver a bit away near my hub (next to the transmitter was the test) it is behaving fine.

I build a transmitter near another part of my mam and it started behaving fine.

The game is still running at near constant 30 fps. (Locked via in-game and steam deck unlocking everything does not change that behavior. And the game still runs at 40fps and more when done so)

It seems as if the global variables get reset in some point in the game logic computing the wire circuits. Even though the inputs are unchanging.

It also seems that the reason for it could less time to compute the game. Because that behaviour wasn't the case as I was building the mam and testing the stuff and having fewer buildings in general.

wheat pulsar
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I am also experiencing a similar bug. In my case, I had a global transmitter on the red channel broadcasting a shape I used to test some wire designs. I came up with what I wanted to use for my MAM, so I demolished the foundations I'd been testing on and started applying it to the MAM. However, the shape I'd been testing with is kind of stuck in the global broadcast on the red channel, there's nothing broadcasting the test shape but it flickers on and off in global receivers on the red channel. Doesn't seem to be related to distance between the transmitters/receivers in my experience, but my wiring is flickering like OP. By my estimate, it may have something to do with the game not realizing the transmitter isn't active anymore, maybe due in part to the fact that changing the channel of a transmitters/receivers isn't saved in the undo history.

carmine herald
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Here's. Another tid bit. I changed 4 of my recovers to green channel and supplied the same signal to them from an green transmitter. They were stable but the red one weren't.

I cannot replace all my transmitters with green ones because it's a hell of a chore to do.

Here's the details on the network.

The circuit itself is small (one reciver some gates and other logic stuff.)
There 4 types with littles changes.

2 types are occuring 4 times each times. The other two 28 times each.

In total I use 64 recovers (when the mam is finished it will be 128)

672 displays 532 belt filter 512 wire reciver and transmitter

443 not gates 384 simulated rotators 256 compares 258 form analysers 256 sim unstacker

231 gates 64 signal producer and 52 belt reader.

The belt reader are different circuits though same with 52 of the not gates.

The rest as distributes quite evenly between all 64 circuits having a global reciver.

All of it changes only if I change the main receiver. So there isn't a need to calculate that stuff more than once after the change.

eternal portal
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I am having the same issue as posted above, with the persistent global signal and the global wire receiver flickering. Same experience for me as well, I was testing designs with the global wire transmitter and global wire receiver and through some combination of copy/paste/undo/redo I learned that broadcasting different signals over the same channel will cause a conflict (duh). So I deleted all of the transmitters and started over but found that Channel 0 (Red) had a signal left over from my trial and error that has persisted. It's as though the transmitter is still broadcasting even though I deleted all of them. (In my case, the old signal is '------Wu') Now, when I try to use that channel, the old signal is causing a conflict and flickering as seen in this gif below.

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I also tried some in-game troubleshooting in an attempt to reset the signal. In the gif below you can see I transmit the signal of '------Wu', and then a full square, and then null, and then delete the transmitter. After a short delay the receiver returns to the "ghost signal" of '------Wu' even though no other transmitters exist.

carmine herald
eternal portal
# carmine herald Have you noticed that your signal producers flicker too? In the second picture....

I think that fluctuation in the green wires is an artifact of the gif skipping frames. The green wires look stable in-game.

I was just trying to show that there is a signal received even after all transmitters have been deleted and even after trying to produce the same or new signals. It’s as if a “ghost transmitter” is locked in to my save game file but none physically exist anywhere in the map.

carmine herald
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Another bit of information.y problem could stem from a forgotten transmitter without a signal. I deleted lots of stuff. And build later on a reciver to test something. The flickering started immediately. But it seem I had forgotten a transmitter somewhere on the map tha was sending a null signal (had no input)

When deleting that transmitter it worked again. When building a new second transmitter the null signal would overwrite the truthy signal of the other on. But no new flickering.

Since I made sure I had only one transmitter using the red Channel on the whole map the problem seemed to vanish. At least I haven't had it since then.

carmine herald
real smelt
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This also seems to be a random coincidence because the transmitters / receivers are not very stable, and functionality also depends on the placement order.