Search found 225 matches
- Sat May 28, 2016 8:13 am
- Forum: Ideas and Suggestions
- Topic: Remove items from player inventory *AFTER* crafting
- Replies: 2
- Views: 2123
Re: Remove items from player inventory *AFTER* crafting
Current behavior is best if for no other reason than it prevents you from dropping required ingredients from your current crafting queue before they have a chance to be used. It prevents player stupidity and simplifies the amount of logic checks needed in the code "are those items STILL THERE? still ...
- Sat May 28, 2016 8:08 am
- Forum: News
- Topic: Friday Facts #139 - Wrapping up multiplayer
- Replies: 74
- Views: 45170
Re: Friday Facts #139 - Wrapping up multiplayer
Im going to assume he is just paranoid because he has a pirated copy.
Or its simply not wanting bad design decisions to ruin a product. On somewhere between half and 2/3rds of the games I OWN I solely use a pirated version because it removes stupidity in design. The remaining ones are games like ...
Or its simply not wanting bad design decisions to ruin a product. On somewhere between half and 2/3rds of the games I OWN I solely use a pirated version because it removes stupidity in design. The remaining ones are games like ...
- Sat May 28, 2016 7:58 am
- Forum: Mods
- Topic: [MOD 0.13.x] Tree Sapling Mod v0.1.4
- Replies: 19
- Views: 15850
Re: [MOD 0.12.x] Tree Sapling Mod v0.1.2
This mod does not seem to work in multiplayer and causes a neverending desync loop. It uses a random number generator call when checking if a sapling should turn into a tree; each player generates a different random number, causing the desync. We had to edit that function to make the saplings ...
- Wed May 25, 2016 12:26 am
- Forum: Ideas and Suggestions
- Topic: Save in Background
- Replies: 30
- Views: 12530
Re: Save in Background
Factorio is a prestine example of "What to do right" when it comes to performance with a huge number of entities requiring game logic. The devs are geniuses with whatever design they used on the hard code side of the engine. That being said the only way to do a save with a given synchronized state ...
- Wed May 25, 2016 12:07 am
- Forum: Ideas and Suggestions
- Topic: Blacklist from checksum
- Replies: 22
- Views: 7251
Re: Blacklist from checksum
If a mod ACTUALLY does something that breaks determinism it will end up causing desyncs. The problem will be obvious very quickly. For features like colorblindness adjustments, sound adjustments, texture swaps there is no reason not to allow people to turn off a feature that is causing more problems ...
- Tue May 24, 2016 2:59 am
- Forum: Ideas and Suggestions
- Topic: Blacklist from checksum
- Replies: 22
- Views: 7251
Re: Blacklist from checksum
You can have determinism with different actions on each client as long as they have no other effects (like playing a sound printing a message) or as long as you synchronize the game state again when it becomes relevant for other clients (like client-sided gui code).
The problem isn't that it's not ...
The problem isn't that it's not ...
- Fri May 20, 2016 11:29 pm
- Forum: News
- Topic: Friday Facts #139 - Wrapping up multiplayer
- Replies: 74
- Views: 45170
Re: Friday Facts #139 - Wrapping up multiplayer
One thing I'm wondering still is how will this game finder support modded games? Will there be space for a URL or something next to the game name to let people grab whatever mods are required?
The mod portal will be used to download any required mods
Is the server automatically going to double ...
The mod portal will be used to download any required mods
Is the server automatically going to double ...
- Fri May 20, 2016 11:20 pm
- Forum: Ideas and Suggestions
- Topic: curved belts need to be explicit, not automatic
- Replies: 9
- Views: 7023
Re: curved belts need to be explicit, not automatic
Exactly what I said in the subject line. Belt orientations need to be explicit. Using the rotate button you go through all 12 orientations explicitly rather than go through 4, with the 8 curved orientations being a decision the game makes that you have no control over.
- Fri May 20, 2016 11:11 pm
- Forum: Modding discussion
- Topic: Mod changes in 0.13
- Replies: 79
- Views: 34062
Re: Mod changes in 0.13
Changes and Additions look great. One question though:
I believe some of the mods like Train Outposts or RSO use this. Is there an alternative that they should have been using ?Removed game.regenerate_tiles().
- Fri May 20, 2016 11:00 pm
- Forum: Not a bug
- Topic: [0.12.33] Shooting breaks latency hiding
- Replies: 5
- Views: 3406
Re: [0.12.33] Shooting breaks latency hiding
Its not a bug if the code is behaving exact as desired. Its just a feature you dont like.
Think of it this way, if you consider this a bug then you must also consider latency hiding itself a bug instead of a feature. because the game is showing your character as being in a location that the entire ...
Think of it this way, if you consider this a bug then you must also consider latency hiding itself a bug instead of a feature. because the game is showing your character as being in a location that the entire ...
- Fri May 20, 2016 10:52 pm
- Forum: Technical Help
- Topic: Do we really need Factorio.pdb?
- Replies: 10
- Views: 7052
Re: Do we really need Factorio.pdb?
If a mod causes a crash then there is SOMETHING that can usually be done so the game handles it in a failsafe / non-crashy way. Reports are always useful to devs who know how to use them. Personally I wish I knew how to use stack traces. Its one skill I never picked up
- Fri May 20, 2016 10:44 pm
- Forum: Technical Help
- Topic: Will this game run without "dedicated" video memory?
- Replies: 3
- Views: 2607
Re: Will this game run without "dedicated" video memory?
I was able to get the base game (very few mods, no big ones) running on an acer aspire netbook with 2gb ram and no vram at all. Smaller maps ran well. Larger ones had fps issues and program bootup was slow no matter what.
The game is amazingly optimized to be able to run on that. Any real computer ...
The game is amazingly optimized to be able to run on that. Any real computer ...
- Fri May 20, 2016 10:35 pm
- Forum: Ideas and Suggestions
- Topic: curved belts need to be explicit, not automatic
- Replies: 9
- Views: 7023
curved belts need to be explicit, not automatic
Its really really frustrating when im trying to design some belt layouts and the belts either curve when i want them straight (for side loading) or wont curve the specific direction i want.
- Tue May 10, 2016 12:41 am
- Forum: Implemented mod requests
- Topic: entity.id, a unique, persistent ID
- Replies: 20
- Views: 18064
Re: entity.id, a unique, persistent ID
Alternatively there could be some hashing method that generates a hash depending on all it's unique properties (i.e position, name, etc).
That's the hack modders use now. But it doesn't work for anything that moves.
Well position isnt something that should be used in hashes anyways. No non static ...
That's the hack modders use now. But it doesn't work for anything that moves.
Well position isnt something that should be used in hashes anyways. No non static ...
- Tue May 10, 2016 12:35 am
- Forum: Modding help
- Topic: Test if multiplayer game ?
- Replies: 7
- Views: 2948
Re: Test if multiplayer game ?
NOT TESTED:
I think i saw on one thread someone mentioned that game.players is an array type in multiplayer but it is just a normal variable in single player. So just a typecheck there ?
I think i saw on one thread someone mentioned that game.players is an array type in multiplayer but it is just a normal variable in single player. So just a typecheck there ?
- Tue May 10, 2016 12:20 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Homeworld
- Replies: 153
- Views: 104602
Re: [MOD 0.12.20+] Homeworld
Yikes it's like how a spawner won't do anything in Minecraft unless you're standing in or near the chunk?
Slightly useless information but no. Minecraft spawners will unload like anything else when the entire chunk is unloaded, but even when they ARE loaded and having their 'tick' event polled ...
Slightly useless information but no. Minecraft spawners will unload like anything else when the entire chunk is unloaded, but even when they ARE loaded and having their 'tick' event polled ...
- Fri May 06, 2016 7:15 am
- Forum: Mods
- Topic: [MOD 0.12.x] Landfill (2.1.7)
- Replies: 197
- Views: 308942
Re: [MOD 0.12.x] Landfill (2.1.7)
That's by design, the bombs aren't meant for making moats. You can use the map editor to make moats if you like.
I've seen dozens upondozens upon dozens of posts where the map editor is not script aware and it breaks saves using mods. The map editor is worthless outside of unmodded games and this ...
I've seen dozens upondozens upon dozens of posts where the map editor is not script aware and it breaks saves using mods. The map editor is worthless outside of unmodded games and this ...
- Thu May 05, 2016 11:12 pm
- Forum: Off topic
- Topic: What is some good news in your life right now?
- Replies: 14
- Views: 6735
Re: What is some good news in your life right now?
Found out some months long and extremely intense abdominal pains i've been having are not cancer but might related to a hernia they found. All hail Alien Probing
- Wed May 04, 2016 6:56 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: [0.12.X] Biter-Friendly Rails
- Replies: 36
- Views: 25254
Re: [0.12.X] Biter-Friendly Rails
The OP states the mod isnt MP tested. So different forces is an 'unknown'
- Wed May 04, 2016 6:50 pm
- Forum: Mods
- Topic: [MOD 0.12.20] GalacticTrade
- Replies: 33
- Views: 35686
Re: [MOD 0.12.20] GalacticTrade
Mod no longer works post-v0.12.33 (potentially earlier, Got an error referring to global "game" returned a nil error or something similar will post screenshot at request if someone picks up development), If anyone could fix that would be amazing.
In other threads i've seen people mention that ...
In other threads i've seen people mention that ...