Search found 129 matches
- 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....
- 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
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: 28638
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: 28638
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: 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...
- 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...
- 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 ...
- 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.
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: 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. :)
- 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...
- 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.
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 tick Thats 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: 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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
You playing on dedicated server or one of you host the game ?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.
- 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
I'll check..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?
- 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 ...