Search found 114 matches
- Sat Aug 10, 2019 5:56 pm
- Forum: Pending
- Topic: [0.17.x] No more research queue
- Replies: 11
- Views: 5064
Re: [0.17.x] No more research queue
What about a slash command which doesn't disable achievements? There is already a lua command for it in LuaForce. Is this still on the cards? I think an admin-only "normal" command to do this would be helpful in a lot of circumstances. I'm working on Mass Production 3, playing a challengi...
- Fri May 10, 2019 12:39 am
- Forum: Modding discussion
- Topic: Breaking mod API changes with version 0.17.35 (planned release on Thursday)
- Replies: 28
- Views: 11567
- Fri May 10, 2019 12:28 am
- Forum: Modding discussion
- Topic: LuaRandomGenerator seems to have some monotonic effect with seed
- Replies: 10
- Views: 5457
Re: LuaRandomGenerator seems to have some monotonic effect with seed
Code above seems to be Tausworthe generator from GNU science library. I can't find any info on google why it would treat seeds like that though :D You are absolutely spot on, it even has the classic parameters. That's a perfectly good choice of RNG in itself, but the original paper doesn't specify ...
- Thu May 09, 2019 10:01 am
- Forum: Modding discussion
- Topic: Breaking mod API changes with version 0.17.35 (planned release on Thursday)
- Replies: 28
- Views: 11567
Re: Breaking mod API changes with version 0.17.35 (planned release on Thursday)
Please excuse the pestering -- but wasn't sure if any forum mods had seen my suggestion? I could have created the sticky you required, but right now, there's nothing I can warn about, there are no mod breaking changes annouced for a future release of Factorio. I could have stickied this one, but .....
- Thu May 09, 2019 8:50 am
- Forum: Modding discussion
- Topic: Breaking mod API changes with version 0.17.35 (planned release on Thursday)
- Replies: 28
- Views: 11567
Re: Breaking mod API changes with version 0.17.35 (planned release on Thursday)
... Would it be possible to get a sticky post called something like "announcements for modders", for announcements like these? There could still be a separate email, with a link in the announcements. Benefit: Any mod author could then subscribe to it, and be notified of breaking changes. ...
- Thu May 09, 2019 7:52 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.37] Platform differences in integral mathematics
- Replies: 12
- Views: 6304
Re: [0.17.37] Platform differences in integral mathematics
I'm currently investigating the internal math behind this, I'll have an answer in a few hours. ----- EDIT: Going by a copy of vanilla Lua 5.2.1 sources I have... I was looking into that logic some time ago and thought specifically that it shouldn't be using the type punning logic because it would b...
- Wed May 08, 2019 9:51 pm
- Forum: Modding discussion
- Topic: LuaRandomGenerator seems to have some monotonic effect with seed
- Replies: 10
- Views: 5457
Re: LuaRandomGenerator seems to have some monotonic effect with seed
For reason unknown to me, the generator is initialized as following: RandomGenerator::RandomGenerator(uint32_t seed) : seed1(seed > DEFAULT_SEED ? seed : DEFAULT_SEED) , seed2(seed > DEFAULT_SEED ? seed : DEFAULT_SEED) , seed3(seed > DEFAULT_SEED ? seed : DEFAULT_SEED) {} where DEFAULT_SEED = 341; ...
- Wed May 08, 2019 9:47 pm
- Forum: Modding discussion
- Topic: LuaRandomGenerator seems to have some monotonic effect with seed
- Replies: 10
- Views: 5457
Re: LuaRandomGenerator seems to have some monotonic effect with seed
Also, it's worth saying, that if close together values in 4,294,967,296 have similar sequences, then effectively we have much less than 4,294,967,296 interesting seeds. That doesn't answer my question, why is not having 4 billion unique and interesting seeds such a negative that you need to impleme...
- Wed May 08, 2019 7:16 pm
- Forum: Modding discussion
- Topic: LuaRandomGenerator seems to have some monotonic effect with seed
- Replies: 10
- Views: 5457
Re: LuaRandomGenerator seems to have some monotonic effect with seed
For now, I'm using my own RNG to work around this behaviour There are 4,294,967,296 choices of seed, why is it a problem if values close together have similar sequences? Is it really a dealbreaker that seed 100 and seed 350 give a similar initial output? Also, it's worth saying, that if close toget...
- Wed May 08, 2019 7:12 pm
- Forum: Modding discussion
- Topic: LuaRandomGenerator seems to have some monotonic effect with seed
- Replies: 10
- Views: 5457
Re: LuaRandomGenerator seems to have some monotonic effect with seed
For now, I'm using my own RNG to work around this behaviour There are 4,294,967,296 choices of seed, why is it a problem if values close together have similar sequences? Is it really a dealbreaker that seed 100 and seed 350 give a similar initial output? It's more that it is highly unusual, and I w...
- Wed May 08, 2019 6:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.37] Platform differences in integral mathematics
- Replies: 12
- Views: 6304
Re: [0.17.37] Platform differences in integral mathematics
Just out of curiocity: what results do you get in each case? When executing: /c game.player.print(bit32.band(1664525*2031137496+1013904223, 0xffffffff)) Windows: 1079053356 Linux: 2158106711 And when executed in C (you can try it in an online repl https://repl.it/languages/c): int main(void) { long...
- Wed May 08, 2019 6:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.37] Platform differences in integral mathematics
- Replies: 12
- Views: 6304
Re: [0.17.37] Platform differences in integral mathematics
Would this work for you: local function normalize(n) -- keep numbers at 32 bits return floor(n) % 0xffffffff end It's in the code from very long time and never caused any desyncs as far as I can tell. It's used to normalize seeds for lua random generator. My guess is that main drawback of it is tha...
- Wed May 08, 2019 6:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.37] Platform differences in integral mathematics
- Replies: 12
- Views: 6304
Re: [0.17.37] Platform differences in integral mathematics
Would this work for you: local function normalize(n) -- keep numbers at 32 bits return floor(n) % 0xffffffff end It's in the code from very long time and never caused any desyncs as far as I can tell. It's used to normalize seeds for lua random generator. My guess is that main drawback of it is tha...
- Wed May 08, 2019 6:02 pm
- Forum: Modding discussion
- Topic: LuaRandomGenerator seems to have some monotonic effect with seed
- Replies: 10
- Views: 5457
LuaRandomGenerator seems to have some monotonic effect with seed
LuaRandomGenerator seems weirdly monotonic: Seed 100: c global.g.re_seed(100); game.print(global.g(1, 1000)); game.print(global.g(1, 1000)) Result: 11, 329 Seed 350: c global.g.re_seed(350); game.print(global.g(1, 1000)); game.print(global.g(1, 1000)) Result: 11, 368 Seed 355: c global.g.re_seed(355...
- Wed May 08, 2019 2:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.37] Platform differences in integral mathematics
- Replies: 12
- Views: 6304
[0.17.37] Platform differences in integral mathematics
The following console command gives different results on Linux and Windows: /c game.player.print(bit32.band(1664525*2031137496+1013904223, 0xffffffff)) The example might seem a little strange -- and the multiplication should really be 32-bit with overflow -- but it does isolate the problem. Related ...
- Mon May 06, 2019 2:23 pm
- Forum: Mods
- Topic: [MOD 0.16-0.17] Ribbon Maze 0.7.0
- Replies: 57
- Views: 19685
Re: [MOD 0.16-0.17] Ribbon Maze 0.7.0
The problem with building the maze in a ring is that people don't explore that way. Instead they go in one direction. And then you have to generate the full ring even though only one chunk on one side is needed. The further the player goes the larger the ring gets and generating it will take longer...
- Mon May 06, 2019 9:33 am
- Forum: Modding discussion
- Topic: Factorio in Linux VM (virtualbox)?
- Replies: 3
- Views: 2449
Re: Factorio in Linux VM (virtualbox)?
Well, so it does work with guest additions installed on latest Ubuntu, and using VBoxSVGA as the graphics emulation.
Loading sprites on default settings is pretty brutal but works. Can probably be improved, but it is good enough for debugging.
Loading sprites on default settings is pretty brutal but works. Can probably be improved, but it is good enough for debugging.
- Sat May 04, 2019 11:29 pm
- Forum: Mods
- Topic: [MOD 0.16-0.17] Ribbon Maze 0.7.0
- Replies: 57
- Views: 19685
Re: [MOD 0.16-0.17] Ribbon Maze 0.7.0
I thought about doing a spiral, especially because I knew a lot of people would have a gut reaction to want the maze to be infinite in all directions, but you know sometimes players don't benefit for getting what they think they want ;) The reality is, it's far more satisfying to go deeper into a ma...
- Sat May 04, 2019 11:21 pm
- Forum: Modding discussion
- Topic: Factorio in Linux VM (virtualbox)?
- Replies: 3
- Views: 2449
Re: Factorio in Linux VM (virtualbox)?
Ah sorry I wasn't clear, I've run Linux VMs inside Windows many times for work purposes, I'm wondering specifically about Factorio. I guess I can just try it but these things come with a lot of junk especially around host network adapters. Not really a project I want to take on with my personal gami...
- Sat May 04, 2019 9:00 am
- Forum: Mods
- Topic: [MOD 0.16-0.17] Ribbon Maze 0.7.0
- Replies: 57
- Views: 19685
Re: [MOD 0.16-0.17] Ribbon Maze 0.7.0
RibbonMaze 0.7.2 now supports Factorio 0.17.35.
The minimum version of RibbonMaze >=0.7.2 is now Factorio >= 0.17.35, due to breaking changes in the modding api in that version.
The minimum version of RibbonMaze >=0.7.2 is now Factorio >= 0.17.35, due to breaking changes in the modding api in that version.