Insane bonus bug

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Insane bonus bug

Postby Apofenas » 04 Nov 2014, 12:10

We played a game and it started to lag minute 20. At the same time all people with bonus started to get blinks from standard numbers to thousands of mass, so it was insane amount. After inno dies, the blinks have disappeared. Check this please.
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Re: Insane bonus bug

Postby Duck_42 » 05 Jul 2015, 20:29

@Apofenas,

Sorry for the delay in responding. We had this come up in a couple of games recently. This problem is caused by multiple players in the same game using the EcoManager UI mod (or autoshare). Using the autoshare portion creates a nasty feedback loop in the phantom bonus calculations as players trade mass/energy back and forth.

To anyone else reading this, using autoshare in a phantom game is essentially a exploit. Don't do it.
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Re: Insane bonus bug

Postby VoiceofReason » 06 Jul 2015, 01:37

Any chance of writing something into Phantom that does a check for this when a player comes into the lobby, and indicates it needs to be turned off before being able to launch?
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Re: Insane bonus bug

Postby Duck_42 » 07 Jul 2015, 00:35

@VoiceofReason,

I'm going to focus on removing the "bug" in Phantom that causes the behavior. Mass/energy transfers between players should not result in additional bonus income for the Phantoms anyway. The phantoms already got a bonus off the income when it was originally generated.
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Re: Insane bonus bug

Postby ckitching » 07 Jul 2015, 00:42

Sounds like this is a pretty nasty exploit in Phantoms.

Gotta be careful when making sim mods that you don't add mechanisms that ui mods can exploit to do naughty things like this.
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Re: Insane bonus bug

Postby Duck_42 » 15 Jul 2015, 13:10

All,

The latest version of Phantom-X includes code to prevent a bonus feedback loop. It should be safe now to use the autoshare feature of the ecomanager mod in phantom games (if desired).
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