Search found 91 matches
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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.
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.
- 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...
- 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.
- 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...
- 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.
- 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...
- 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
- 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 ...
- 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...
- 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...
- 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 ...
- 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.
- 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....
- 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!
- 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...