Search found 91 matches

by swni
Mon Dec 12, 2016 11:44 pm
Forum: Mods
Topic: [MOD 0.14.x] Water maze
Replies: 82
Views: 40603

Re: [MOD 0.14.x] Water maze

Do you know other mods besides these two that would benefit from a more fully featured world generation system? I did consider branching out into resource generation, but in the end all I did was write the Diffuse Resources mod, which works out of the box with Water Maze and is totally incompatible ...
by swni
Mon Dec 12, 2016 10:29 pm
Forum: Mods
Topic: [MOD 0.14.x] Water maze
Replies: 82
Views: 40603

Re: [MOD 0.14.x] Water maze

From what I saw of your code I would think it survives save/load fine. You are just storing strings (and tables of strings, etc.) in the global table which is persistent. If I provided Memoize then you can just do Tile(Memoize(super complicated pattern)) to get what you want. I believe the overlap i...
by swni
Mon Dec 12, 2016 5:03 pm
Forum: Mods
Topic: [MOD 0.14.x] Water maze
Replies: 82
Views: 40603

Re: [MOD 0.14.x] Water maze

Bah, looks like I uploaded the wrong version. Islandify was called "ConvolveBridges" before I decided that that was misleading and confusing. I considered providing a Memoize transformer that caches a given pattern, but I figured that all of the existing patterns are fast enough (some of t...
by swni
Mon Dec 12, 2016 3:24 pm
Forum: Mods
Topic: [MOD 0.14.x] Water maze
Replies: 82
Views: 40603

Re: [MOD 0.14.x] Water maze

orzelek, did you have in mind something like the following: keep track of which chunks have been generated and only when a chunk and its 8 neighbors have all been generated do you then run the RSO generation code on it? If so, that sounds not too hard to patch up by recording a table which stores fo...
by swni
Mon Dec 12, 2016 2:06 am
Forum: Mods
Topic: [MOD 0.14.x] Water maze
Replies: 82
Views: 40603

Re: [MOD 0.14.x] Water maze

Oh, those weren't meant to be example patterns, they were leftover from testing. I'll clean up the examples and maybe make new screenshots at some point. Thanks for letting me know. It would probably make more sense for my mod to call RSO than vice versa since RSO is the more popular, but either way...
by swni
Sat Dec 10, 2016 9:07 am
Forum: Mods
Topic: [MOD 0.14.x] Water maze
Replies: 82
Views: 40603

Re: [MOD 0.14.x] Water maze

New version 0.1.0 out with a ton of new patterns.

If you want regularly spaced circular lakes, you can try something like Invert(Tile(Translate(Circle(32), 32, 32), 64, 64)). Throw on some Jitter or Distort to make the lakes more irregularly shaped.
by swni
Fri Dec 02, 2016 11:25 pm
Forum: Mods
Topic: [MOD 0.14.x] Water maze
Replies: 82
Views: 40603

Re: [MOD 0.14.x] Water maze

For some reason I stopped getting notifications (even though I am subscribed to this topic).... EldVarg, thanks for the feedback and cool suggestions. I may include some of your ideas if I have time. Just a note, JaggedBorder as you wrote it might have interesting effects in some combinations that a...
by swni
Fri Dec 02, 2016 5:55 pm
Forum: Mods
Topic: [MOD 0.15] More Floors 1.2.3
Replies: 77
Views: 37767

Re: [MOD 0.14] More Floors 1.0.4

This is great, I'd love to see also a selection of bolder, solid colors (like colored carpets in Rimworld) for color-coding regions of the factory.
by swni
Fri Oct 28, 2016 7:47 pm
Forum: Mods
Topic: [MOD 0.14.x] Water maze
Replies: 82
Views: 40603

Re: [MOD 0.14.x] Water maze

I've been playing with no mods for a while (trying to get all the achievements), and been busy with not-Factorio, so it hadn't occurred to me to update my mods for 0.14. (Although I am proud to say I updated to 0.13 within something like 30 minutes or an hour of its release, I was trying to be the f...
by swni
Fri Oct 28, 2016 7:11 am
Forum: Mods
Topic: [MOD 0.14.x] Water maze
Replies: 82
Views: 40603

Re: [MOD 0.14.x] Water maze

Done. I only tested it long enough to make sure it didn't crash or any obvious problems. Let me know if you encounter problems.
by swni
Tue Aug 09, 2016 10:18 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] Creating an underground belt causes items to teleport
Replies: 3
Views: 2936

[kovarex] Creating an underground belt causes items to teleport

Not sure if this is working-as-intended. When you create a new underground belt, some items teleport directly from the entrance to the exit. It doesn't bother me but since I noticed it I thought I might as well report it. I couldn't find anyone else mentioning this. https://i.imgur.com/x2NeKk6.png h...
by swni
Tue Jul 26, 2016 4:40 am
Forum: Mods
Topic: [MOD 0.15.X] Belt Overflow
Replies: 32
Views: 23942

Re: [MOD 0.13.X] Belt Overflow

I've found a bunch of bugs, in particular the mod crashes in the newest version of Factorio. I posted the bugs on the mods forum but I don't think that forum gives notifications of posts so I thought I'd mention it here. Screenshots: https://imgur.com/a/PDRVT
by swni
Mon Jul 04, 2016 7:57 pm
Forum: Modding discussion
Topic: How do you debug desync problems?
Replies: 6
Views: 2089

Re: How do you debug desync problems?

("tf" is another local variable but notice its value is set on_load using data in global; my other local variables are all either constants or functions) Mhh... might be fine, but why don't you just put tf into global, too? Fair enough, better safe than sorry. When that code runs outside ...
by swni
Mon Jul 04, 2016 5:45 pm
Forum: Modding discussion
Topic: How do you debug desync problems?
Replies: 6
Views: 2089

Re: How do you debug desync problems?

The only effect of different values of msg is causing different print() commands to be issued, which I had assumed couldn't cause a desync (since presumably the player messages are not being recorded in the save file). I guess that is not the case? If so then that explains the problem with db. (&quo...
by swni
Mon Jul 04, 2016 4:43 pm
Forum: Modding discussion
Topic: How do you debug desync problems?
Replies: 6
Views: 2089

Re: How do you debug desync problems?

I didn't post my code because I think it would take a while for someone else to decipher how it works, whereas if I learned some general principles of desync debugging I could do it out myself. Also if I knew what caused desyncs I could avoid these problems better in the future myself. None-the-less...
by swni
Mon Jul 04, 2016 5:59 am
Forum: Modding discussion
Topic: How do you debug desync problems?
Replies: 6
Views: 2089

How do you debug desync problems?

I thought I understood how synchronization worked properly... the first mod I wrote involved random numbers and caching and such complications (1400 lines of code called from control.lua) and I never experienced a single desync, but another one I wrote immediately experienced desyncs when tested in ...
by swni
Sun Jul 03, 2016 3:23 pm
Forum: Releases
Topic: Version 0.13.4
Replies: 43
Views: 30878

Re: Version 0.13.4

Perfect timing, I was hoping for the desync fix and the transport belt crash fix for a game starting in a few hours but I thought I wasn't going to see a release this weekend.
by swni
Sun Jul 03, 2016 3:17 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Crash when throwing grenades at transport belts
Replies: 4
Views: 1353

Re: [Rseding91] Crash when throwing grenades at transport belts

Never mind, I just noticed that 0.13.4 was released -- perfect timing! Though I'm still a bit curious about why the crash happens....
by swni
Sun Jul 03, 2016 3:05 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Crash when throwing grenades at transport belts
Replies: 4
Views: 1353

Re: [Rseding91] Crash when throwing grenades at transport belts

Thanks! Fixed very fast! Can I ask if there are conditions I can avoid in 0.13.3 to make it less likely to get a crash? (I'm playing a large multiplayer game today that is likely going to have explosions next to transport belts and want to avoid crashes.) In any case I appreciate the fix!
by swni
Sun Jul 03, 2016 3:27 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Crash when throwing grenades at transport belts
Replies: 4
Views: 1353

Re: Crash when using scripting to spawn grenades

I was able to reproduce the crash with no mods enabled and no scripting of any kind. I have attached a save ("crashtest.zip") and new log. Load the save and fire two grenades at the spot show in the screenshot. The screenshot shows the last thing I see before Factorio crashes. https://i.im...

Go to advanced search