Search found 132 matches

by ZlovreD
Sun May 05, 2019 4:53 pm
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 38002

Re: [0.17.x] [Z] Adventure

2.17.0
News:
- 0.17 update.
by ZlovreD
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.

Image
by ZlovreD
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)
by ZlovreD
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 ...
by ZlovreD
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

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: 38002

Re: [0.16.x] [Z] Adventure

Need some speed?
https://gfycat.com/PoliticalInbornBeauceron
race.png
race.png (562.76 KiB) Viewed 8707 times
by ZlovreD
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

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: 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 ...
by ZlovreD
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 ...
by ZlovreD
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 ...
by ZlovreD
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.

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: 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. :)
by ZlovreD
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 ...
by ZlovreD
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.

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: 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 ...
by ZlovreD
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 ...
by ZlovreD
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 ...
by ZlovreD
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 ...
by ZlovreD
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 ...
by ZlovreD
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...

Go to advanced search