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Repeated actions with high APM


chaosmonkey
  • Fixed

There's an issue I've noticed in a few different circumstances where doing multiple actions together quickly will cause the first action to be repeated erroneously. The best example I have of this is with ant lion sand sculptures. Say you have a fire staff equipped. If you click one sand sculpture after another (different sculpture each time) quickly to turn them into glass statues, the fire staff will keep shooting at the first one you clicked. It's necessary to slow way down in order to attack different sand sculptures. If you are on a beefalo however, such a delay is not needed.


Steps to Reproduce

Equip fire staff. Quickly click one Ant Lion sand sculpture after another and observe fire staff repeatedly attacking first sand sculpture.

For comparison, be on a beefalo and do the same thing. This bug does not occur.

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User Feedback


A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.

this is why i dont fight DF with ice staves, i wish they fix it ( i thought was fixed with the recent target fix)

Edited by ArubaroBeefalo

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Can you say whether you were on a client hosted server or a dedicated server?
And also if movement prediction is on or not?

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2 hours ago, zarklord_klei said:

Can you say whether you were on a client hosted server or a dedicated server?
And also if movement prediction is on or not?

I have experienced this on a dedicated server with lag comp off.

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I play on a dedicated server hosted on the same machine. It’s not a lan only server and I may be going through steam relay servers as ping is in the 10ms range. Lag comp is off.

currently moving house, but I can post a video in a couple of days, and I can also try and make a minimal repro with a non dedicated server. 

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Did a quick test this evening just doing a local hosted server and didn't run into the issue; will spend some more time on figuring out what's special about the dedi over the weekend.

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@zarklord_klei I recorded a quick demonstration with it on my main world which is a dedicated server: 

Note that 9 charges of the staff were used, but only 3 glass castles are produced.

I still have plans to try and repro this on a fresh dedicated server; just haven't had the time yet.

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This problem completely goes away when setting `lan_only_cluster = false` to `true`. Conversely, it should be possible to make a non-dedicated server have the same behavior when making a public server.

Edited by chaosmonkey
Add thought on local server

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Wowee, thanks Zark!

I'm curious about what/where the issue was. Normally I'd watch the patch notes to find out, but I'm guessing this will be lumped in with the big beta patch. Would you mind sharing some details? Very curious and had no idea where to start looking into this issue myself.

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