Search found 129 matches

by ZlovreD
Mon Sep 03, 2018 9:34 pm
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 28638

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....
by ZlovreD
Tue Aug 28, 2018 8:51 pm
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 28638

Re: [0.16.x] [Z] Adventure

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
Updated to 2.16.4. Now it's should just lead to disable area.
by ZlovreD
Mon Aug 20, 2018 8:38 am
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 28638

Re: [0.16.x] [Z] Adventure

Need some speed?
https://gfycat.com/PoliticalInbornBeauceron
race.png
race.png (562.76 KiB) Viewed 6734 times
by ZlovreD
Mon Aug 20, 2018 5:04 am
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 28638

Re: [0.16.x] [Z] Adventure

TTBNC wrote:Ey Everything works now :D
Glad to read it. =)
by ZlovreD
Mon Aug 20, 2018 1:28 am
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 28638

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. No...
by ZlovreD
Mon Aug 20, 2018 1:21 am
Forum: Modding help
Topic: [0.16.51] [Solved] Desync with random generator
Replies: 25
Views: 5217

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 guaran...
by ZlovreD
Sat Aug 18, 2018 1:45 am
Forum: Modding help
Topic: [0.16.51] [Solved] Desync with random generator
Replies: 25
Views: 5217

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 ...
by ZlovreD
Fri Aug 17, 2018 8:54 pm
Forum: Modding help
Topic: [0.16.51] [Solved] Desync with random generator
Replies: 25
Views: 5217

Re: [0.16.51] Desync with entity property operations.

orzelek wrote:Hmm I'm not sure but what does this code really do?
Yep, it is convertion of reference address into a number.
And is works perfectly in SP. :roll:
by ZlovreD
Fri Aug 17, 2018 8:19 pm
Forum: Modding help
Topic: [0.16.51] [Solved] Desync with random generator
Replies: 25
Views: 5217

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. :)
by ZlovreD
Fri Aug 17, 2018 6:21 pm
Forum: Modding help
Topic: [0.16.51] [Solved] Desync with random generator
Replies: 25
Views: 5217

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...
by ZlovreD
Fri Aug 17, 2018 5:04 pm
Forum: Modding help
Topic: [0.16.51] [Solved] Desync with random generator
Replies: 25
Views: 5217

Re: [0.16.51] Desync with entity property operations.

orzelek wrote:If you seed with tick you will get exactly same results on same tick :D Thats the determinism of rng.
Yeah, yeah... Nwm, it's leveled by empty table and in last line... :P

Fresh report:
by ZlovreD
Fri Aug 17, 2018 4:59 pm
Forum: Modding help
Topic: [0.16.51] [Solved] Desync with random generator
Replies: 25
Views: 5217

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. Gimme...
by ZlovreD
Fri Aug 17, 2018 4:40 pm
Forum: Modding help
Topic: [0.16.51] [Solved] Desync with random generator
Replies: 25
Views: 5217

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 global.ZADV.adse...
by ZlovreD
Fri Aug 17, 2018 3:08 pm
Forum: Modding help
Topic: [0.16.51] [Solved] Desync with random generator
Replies: 25
Views: 5217

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 = { ... } None of t...
by ZlovreD
Fri Aug 17, 2018 4:28 am
Forum: Modding help
Topic: [0.16.51] [Solved] Desync with random generator
Replies: 25
Views: 5217

[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. I...
by ZlovreD
Fri Aug 17, 2018 2:32 am
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 28638

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 Evolution E...
by ZlovreD
Thu Aug 16, 2018 6:53 pm
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 28638

Re: [0.16.x] [Z] Adventure

I'm heavy loaded in real life atm, but still working on desync problem...
by ZlovreD
Tue Aug 14, 2018 9:56 pm
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 28638

Re: [0.16.x] [Z] Adventure

TTBNC wrote:To be fair, when they're running on a server, the game will desync entirely, we're not sure whats the problem as your mod didn't post anything to our logs, so we're unsure of whats the problem.
You playing on dedicated server or one of you host the game ?
by ZlovreD
Tue Aug 14, 2018 11:02 am
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 28638

Re: [0.16.x] [Z] Adventure

TTBNC wrote:Hey there, a friend of mine and I tried to play your mod, theres a major incaptability error that occurs when Whistle Stop Factories mod are both loaded, can you create a compatability for it? or is that impossible with some of the expansions/etc?
I'll check..
by ZlovreD
Tue Aug 14, 2018 9:49 am
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 28638

Re: [0.16.x] [Z] Adventure

i created a new map and looked for the inventive station in god mode and i have had the problem without god mode so thats not the issue. Tried new map and both your saves with set of yours mods. In all cases it's working. And according to game data from your 2nd save file - all appropriate data is ...

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