Search found 225 matches

by seronis
Sat May 28, 2016 8:13 am
Forum: Ideas and Suggestions
Topic: Remove items from player inventory *AFTER* crafting
Replies: 2
Views: 624

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...
by seronis
Sat May 28, 2016 8:08 am
Forum: News
Topic: Friday Facts #139 - Wrapping up multiplayer
Replies: 74
Views: 20494

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 St...
by seronis
Sat May 28, 2016 7:58 am
Forum: Mods
Topic: [MOD 0.13.x] Tree Sapling Mod v0.1.4
Replies: 19
Views: 8696

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 becom...
by seronis
Wed May 25, 2016 12:26 am
Forum: Ideas and Suggestions
Topic: Save in Background
Replies: 19
Views: 2651

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 w...
by seronis
Wed May 25, 2016 12:07 am
Forum: Ideas and Suggestions
Topic: Blacklist from checksum
Replies: 22
Views: 2353

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...
by seronis
Tue May 24, 2016 2:59 am
Forum: Ideas and Suggestions
Topic: Blacklist from checksum
Replies: 22
Views: 2353

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 ...
by seronis
Fri May 20, 2016 11:29 pm
Forum: News
Topic: Friday Facts #139 - Wrapping up multiplayer
Replies: 74
Views: 20494

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 as a...
by seronis
Fri May 20, 2016 11:20 pm
Forum: Ideas and Suggestions
Topic: curved belts need to be explicit, not automatic
Replies: 9
Views: 2480

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.
by seronis
Fri May 20, 2016 11:11 pm
Forum: Modding discussion
Topic: Mod changes in 0.13
Replies: 79
Views: 15310

Re: Mod changes in 0.13

Changes and Additions look great. One question though:
Removed game.regenerate_tiles().
I believe some of the mods like Train Outposts or RSO use this. Is there an alternative that they should have been using ?
by seronis
Fri May 20, 2016 11:00 pm
Forum: Not a bug
Topic: [0.12.33] Shooting breaks latency hiding
Replies: 5
Views: 1039

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 M...
by seronis
Fri May 20, 2016 10:52 pm
Forum: Technical Help
Topic: Do we really need Factorio.pdb?
Replies: 10
Views: 2827

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
by seronis
Fri May 20, 2016 10:44 pm
Forum: Technical Help
Topic: Will this game run without "dedicated" video memory?
Replies: 3
Views: 724

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 c...
by seronis
Fri May 20, 2016 10:35 pm
Forum: Ideas and Suggestions
Topic: curved belts need to be explicit, not automatic
Replies: 9
Views: 2480

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.
by seronis
Tue May 10, 2016 12:41 am
Forum: Implemented mod requests
Topic: entity.id, a unique, persistent ID
Replies: 20
Views: 8966

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 d...
by seronis
Tue May 10, 2016 12:35 am
Forum: Modding help
Topic: Test if multiplayer game ?
Replies: 7
Views: 748

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 ?
by seronis
Tue May 10, 2016 12:20 am
Forum: Mods
Topic: [MOD 0.12.20+] Homeworld
Replies: 153
Views: 55820

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 they...
by seronis
Fri May 06, 2016 7:15 am
Forum: Mods
Topic: [MOD 0.12.x] Landfill (2.1.7)
Replies: 197
Views: 229576

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...
by seronis
Thu May 05, 2016 11:12 pm
Forum: Off topic
Topic: What is some good news in your life right now?
Replies: 14
Views: 2529

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
by seronis
Wed May 04, 2016 6:56 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [0.12.X] Biter-Friendly Rails
Replies: 36
Views: 12706

Re: [0.12.X] Biter-Friendly Rails

The OP states the mod isnt MP tested. So different forces is an 'unknown'
by seronis
Wed May 04, 2016 6:50 pm
Forum: Mods
Topic: [MOD 0.12.20] GalacticTrade
Replies: 33
Views: 25118

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 error...

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