2.17.0
News:
- 0.17 update.
Search found 132 matches
- Sun May 05, 2019 4:53 pm
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 38002
- Wed Mar 06, 2019 8:53 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.6] UI Description of the mod is outside parent window
- Replies: 3
- Views: 3366
[kovarex] [0.17.6] UI Description of the mod is outside parent window
If list of dependencies is to long - description start showing outside mods window on scrolling down.


- Tue Sep 04, 2018 5:19 am
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 38002
Re: [0.16.x] [Z] Adventure
Could you, please, enter this commands into console:
/zadv_errors
/zadv_dump
And then upload "factorio-current.log" from game root folder (for retail version) or from C:\Users\$USERNAME$\AppData\Roaming\Factorio (for steam version)
/zadv_errors
/zadv_dump
And then upload "factorio-current.log" from game root folder (for retail version) or from C:\Users\$USERNAME$\AppData\Roaming\Factorio (for steam version)
- Mon Sep 03, 2018 9:34 pm
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 38002
Re: [0.16.x] [Z] Adventure
i have no idea how a single one of them works...
the only things i got were some blueprints and a random "battery mk7" recipe discovery (from the bigger batteries mod, so its quite pointless if you don't have mk5 and mk6 yet)
This one give a chance to discover a new recipe w/o technology. Recipes ...
the only things i got were some blueprints and a random "battery mk7" recipe discovery (from the bigger batteries mod, so its quite pointless if you don't have mk5 and mk6 yet)
This one give a chance to discover a new recipe w/o technology. Recipes ...
- Tue Aug 28, 2018 8:51 pm
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 38002
Re: [0.16.x] [Z] Adventure
Updated to 2.16.4. Now it's should just lead to disable area.WASSERAN wrote:Just updated the mod and now i'm getting this. NOTE: I've destroyed a chest in the center of a maze, instead of taking all from it and recieved some error in the previous version of the mod. Maybe that caused this bug
- Mon Aug 20, 2018 8:38 am
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 38002
Re: [0.16.x] [Z] Adventure
Need some speed?
https://gfycat.com/PoliticalInbornBeauceron
https://gfycat.com/PoliticalInbornBeauceron
- Mon Aug 20, 2018 5:04 am
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 38002
Re: [0.16.x] [Z] Adventure
Glad to read it. =)TTBNC wrote:Ey Everything works now
- Mon Aug 20, 2018 1:28 am
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 38002
Re: [0.16.x] [Z] Adventure
2.16.0
News:
- Overhaul of multiplayer.
- Non-blueprintable entities support (see example expansion for details).
- Option to ignore all collision is implemented (see example expansion for details).
Changes:
- Remove 1st argument "rndroll" from ScriptForEach function in area prototype. Now ...
News:
- Overhaul of multiplayer.
- Non-blueprintable entities support (see example expansion for details).
- Option to ignore all collision is implemented (see example expansion for details).
Changes:
- Remove 1st argument "rndroll" from ScriptForEach function in area prototype. Now ...
- Mon Aug 20, 2018 1:21 am
- Forum: Modding help
- Topic: [0.16.51] [Solved] Desync with random generator
- Replies: 25
- Views: 7056
Re: [0.16.51] [Solved] Desync with random generator
One simple solution: delete your entire random generator class and just call math.random(...) from your functions and it will work perfectly.
I had thinked about it in some moment. But i fixed mine because i need more than 10 different random numbers in one tick and default math.random can't ...
I had thinked about it in some moment. But i fixed mine because i need more than 10 different random numbers in one tick and default math.random can't ...
- Sat Aug 18, 2018 1:45 am
- Forum: Modding help
- Topic: [0.16.51] [Solved] Desync with random generator
- Replies: 25
- Views: 7056
Re: [0.16.51] Desync with entity property operations.
Note, although the global table has not been setup if a mod does populate the table with some data it will be overwritten by any loaded data.
So...that bit should behave pretty much the same as setting default values via "global.key = global.key or value" in on_init. And as such it might not ...
So...that bit should behave pretty much the same as setting default values via "global.key = global.key or value" in on_init. And as such it might not ...
- Fri Aug 17, 2018 8:54 pm
- Forum: Modding help
- Topic: [0.16.51] [Solved] Desync with random generator
- Replies: 25
- Views: 7056
Re: [0.16.51] Desync with entity property operations.
Yep, it is convertion of reference address into a number.orzelek wrote:Hmm I'm not sure but what does this code really do?
And is works perfectly in SP.

- Fri Aug 17, 2018 8:19 pm
- Forum: Modding help
- Topic: [0.16.51] [Solved] Desync with random generator
- Replies: 25
- Views: 7056
Re: [0.16.51] Desync with entity property operations.
Ok. One small improvement cost me few days of headache.
No needs to be smarter than needs.
As result - Any kind of references to C may leads to desync ( in my case "tonumber(tostring({}))" as seed for randomizer)
Thanks to all for the help. Now i need to put all the pieces back together. :)
No needs to be smarter than needs.
As result - Any kind of references to C may leads to desync ( in my case "tonumber(tostring({}))" as seed for randomizer)
Thanks to all for the help. Now i need to put all the pieces back together. :)
- Fri Aug 17, 2018 6:21 pm
- Forum: Modding help
- Topic: [0.16.51] [Solved] Desync with random generator
- Replies: 25
- Views: 7056
Re: [0.16.51] Desync with entity property operations.
A bit lazy so a screenshot - it's a diff of script.dat files showing differences between global table data for your mod most likely.
It would seem that different seeds are generated on both machines = massive desync due to different decisions. There are a lot of differences in level file that might ...
It would seem that different seeds are generated on both machines = massive desync due to different decisions. There are a lot of differences in level file that might ...
- Fri Aug 17, 2018 5:04 pm
- Forum: Modding help
- Topic: [0.16.51] [Solved] Desync with random generator
- Replies: 25
- Views: 7056
Re: [0.16.51] Desync with entity property operations.
Yeah, yeah... Nwm, it's leveled by empty table and in last line...orzelek wrote:If you seed with tick you will get exactly same results on same tickThats the determinism of rng.

Fresh report:
- Fri Aug 17, 2018 4:59 pm
- Forum: Modding help
- Topic: [0.16.51] [Solved] Desync with random generator
- Replies: 25
- Views: 7056
Re: [0.16.51] Desync with entity property operations.
1. Why would you reseed the gen every time? It's not really necessary most likely and costs quite a lot of math time.
I had come to this when starts receiving similar results inside the same game tick.
2. Post the link to desync report somewhere and I can diff it to see if something pops out ...
I had come to this when starts receiving similar results inside the same game tick.
2. Post the link to desync report somewhere and I can diff it to see if something pops out ...
- Fri Aug 17, 2018 4:40 pm
- Forum: Modding help
- Topic: [0.16.51] [Solved] Desync with random generator
- Replies: 25
- Views: 7056
Re: [0.16.51] Desync with entity property operations.
What event is that? on_chunk_generated
What is newarea? array with bpstring, functions and properties
Is Rnd() a desync-free random generator?
local function Rnd(min,max,adseed)
min = min or 1
max = max or 1
adseed = adseed or game.tick
global.ZADV.adseed = global.ZADV.adseed or 42 ...
What is newarea? array with bpstring, functions and properties
Is Rnd() a desync-free random generator?
local function Rnd(min,max,adseed)
min = min or 1
max = max or 1
adseed = adseed or game.tick
global.ZADV.adseed = global.ZADV.adseed or 42 ...
- Fri Aug 17, 2018 3:08 pm
- Forum: Modding help
- Topic: [0.16.51] [Solved] Desync with random generator
- Replies: 25
- Views: 7056
Re: [0.16.51] Desync with entity property operations.
Here is a hint:
--
-- global variables
--
global.ZADV = global.ZADV or {}
global.ZADV.errors = global.ZADV.errors or {}
global.ZADV.InProcess = false
global.ZADV.ForceUnlock = false
global.ZADV.NextForceUnlock = 0
global.ZADV.EventLock = 0
global.ZADV.debug = 0
global.ZADV.Color ...
- Fri Aug 17, 2018 4:28 am
- Forum: Modding help
- Topic: [0.16.51] [Solved] Desync with random generator
- Replies: 25
- Views: 7056
[0.16.51] [Solved] Desync with random generator
Mod behaviour: Every time, when new chunk is generated - there is a chance what mod place tiles and/or entities on it.
To make development of new variations faster and easy i'm using blueprint strings with packed area in it and then placing it on the surface.
All is fine in SP, but desynced in MP ...
To make development of new variations faster and easy i'm using blueprint strings with packed area in it and then placing it on the surface.
All is fine in SP, but desynced in MP ...
- Fri Aug 17, 2018 2:32 am
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 38002
Re: [0.16.x] [Z] Adventure
I'm heavy loaded in real life atm, but still working on desync problem...
If you want the modlist that we're also using, we're using these mods:
Aircraft
Big Brother
Big-Monsters
Bullet Trails
Electric Train
Endgame Combat
Force Fields 2
Modular Turrets
Nanobots: Early Bots
NEE [Natural ...
If you want the modlist that we're also using, we're using these mods:
Aircraft
Big Brother
Big-Monsters
Bullet Trails
Electric Train
Endgame Combat
Force Fields 2
Modular Turrets
Nanobots: Early Bots
NEE [Natural ...
- Thu Aug 16, 2018 6:53 pm
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 38002
Re: [0.16.x] [Z] Adventure
I'm heavy loaded in real life atm, but still working on desync problem...