Search found 114 matches

by H8UL
Sat Aug 10, 2019 5:56 pm
Forum: Pending
Topic: [0.17.x] No more research queue
Replies: 11
Views: 4450

Re: [0.17.x] No more research queue

What about a slash command which doesn't disable achievements? There is already a lua command for it in LuaForce. Is this still on the cards? I think an admin-only "normal" command to do this would be helpful in a lot of circumstances. I'm working on Mass Production 3, playing a challengi...
by H8UL
Fri May 10, 2019 12:39 am
Forum: Modding discussion
Topic: Breaking mod API changes with version 0.17.35 (planned release on Thursday)
Replies: 28
Views: 10143

Re: Breaking mod API changes with version 0.17.35 (planned release on Thursday)

steinio wrote: ↑
Thu May 09, 2019 3:28 pm
I feel well informed now, thank you :D

I bet even with the new sticky someone will complain about informing to late - so what...
I won't be able to complain at least :D

Thanks Bilka!
by H8UL
Fri May 10, 2019 12:28 am
Forum: Modding discussion
Topic: LuaRandomGenerator seems to have some monotonic effect with seed
Replies: 10
Views: 4743

Re: LuaRandomGenerator seems to have some monotonic effect with seed

Code above seems to be Tausworthe generator from GNU science library. I can't find any info on google why it would treat seeds like that though :D You are absolutely spot on, it even has the classic parameters. That's a perfectly good choice of RNG in itself, but the original paper doesn't specify ...
by H8UL
Thu May 09, 2019 10:01 am
Forum: Modding discussion
Topic: Breaking mod API changes with version 0.17.35 (planned release on Thursday)
Replies: 28
Views: 10143

Re: Breaking mod API changes with version 0.17.35 (planned release on Thursday)

Please excuse the pestering -- but wasn't sure if any forum mods had seen my suggestion? I could have created the sticky you required, but right now, there's nothing I can warn about, there are no mod breaking changes annouced for a future release of Factorio. I could have stickied this one, but .....
by H8UL
Thu May 09, 2019 8:50 am
Forum: Modding discussion
Topic: Breaking mod API changes with version 0.17.35 (planned release on Thursday)
Replies: 28
Views: 10143

Re: Breaking mod API changes with version 0.17.35 (planned release on Thursday)

... Would it be possible to get a sticky post called something like "announcements for modders", for announcements like these? There could still be a separate email, with a link in the announcements. Benefit: Any mod author could then subscribe to it, and be notified of breaking changes. ...
by H8UL
Thu May 09, 2019 7:52 am
Forum: Resolved Problems and Bugs
Topic: [0.17.37] Platform differences in integral mathematics
Replies: 12
Views: 5535

Re: [0.17.37] Platform differences in integral mathematics

I'm currently investigating the internal math behind this, I'll have an answer in a few hours. ----- EDIT: Going by a copy of vanilla Lua 5.2.1 sources I have... I was looking into that logic some time ago and thought specifically that it shouldn't be using the type punning logic because it would b...
by H8UL
Wed May 08, 2019 9:51 pm
Forum: Modding discussion
Topic: LuaRandomGenerator seems to have some monotonic effect with seed
Replies: 10
Views: 4743

Re: LuaRandomGenerator seems to have some monotonic effect with seed

For reason unknown to me, the generator is initialized as following: RandomGenerator::RandomGenerator(uint32_t seed) : seed1(seed > DEFAULT_SEED ? seed : DEFAULT_SEED) , seed2(seed > DEFAULT_SEED ? seed : DEFAULT_SEED) , seed3(seed > DEFAULT_SEED ? seed : DEFAULT_SEED) {} where DEFAULT_SEED = 341; ...
by H8UL
Wed May 08, 2019 9:47 pm
Forum: Modding discussion
Topic: LuaRandomGenerator seems to have some monotonic effect with seed
Replies: 10
Views: 4743

Re: LuaRandomGenerator seems to have some monotonic effect with seed

Also, it's worth saying, that if close together values in 4,294,967,296 have similar sequences, then effectively we have much less than 4,294,967,296 interesting seeds. That doesn't answer my question, why is not having 4 billion unique and interesting seeds such a negative that you need to impleme...
by H8UL
Wed May 08, 2019 7:16 pm
Forum: Modding discussion
Topic: LuaRandomGenerator seems to have some monotonic effect with seed
Replies: 10
Views: 4743

Re: LuaRandomGenerator seems to have some monotonic effect with seed

For now, I'm using my own RNG to work around this behaviour There are 4,294,967,296 choices of seed, why is it a problem if values close together have similar sequences? Is it really a dealbreaker that seed 100 and seed 350 give a similar initial output? Also, it's worth saying, that if close toget...
by H8UL
Wed May 08, 2019 7:12 pm
Forum: Modding discussion
Topic: LuaRandomGenerator seems to have some monotonic effect with seed
Replies: 10
Views: 4743

Re: LuaRandomGenerator seems to have some monotonic effect with seed

For now, I'm using my own RNG to work around this behaviour There are 4,294,967,296 choices of seed, why is it a problem if values close together have similar sequences? Is it really a dealbreaker that seed 100 and seed 350 give a similar initial output? It's more that it is highly unusual, and I w...
by H8UL
Wed May 08, 2019 6:49 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.37] Platform differences in integral mathematics
Replies: 12
Views: 5535

Re: [0.17.37] Platform differences in integral mathematics

Just out of curiocity: what results do you get in each case? When executing: /c game.player.print(bit32.band(1664525*2031137496+1013904223, 0xffffffff)) Windows: 1079053356 Linux: 2158106711 And when executed in C (you can try it in an online repl https://repl.it/languages/c): int main(void) { long...
by H8UL
Wed May 08, 2019 6:37 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.37] Platform differences in integral mathematics
Replies: 12
Views: 5535

Re: [0.17.37] Platform differences in integral mathematics

Would this work for you: local function normalize(n) -- keep numbers at 32 bits return floor(n) % 0xffffffff end It's in the code from very long time and never caused any desyncs as far as I can tell. It's used to normalize seeds for lua random generator. My guess is that main drawback of it is tha...
by H8UL
Wed May 08, 2019 6:03 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.37] Platform differences in integral mathematics
Replies: 12
Views: 5535

Re: [0.17.37] Platform differences in integral mathematics

Would this work for you: local function normalize(n) -- keep numbers at 32 bits return floor(n) % 0xffffffff end It's in the code from very long time and never caused any desyncs as far as I can tell. It's used to normalize seeds for lua random generator. My guess is that main drawback of it is tha...
by H8UL
Wed May 08, 2019 6:02 pm
Forum: Modding discussion
Topic: LuaRandomGenerator seems to have some monotonic effect with seed
Replies: 10
Views: 4743

LuaRandomGenerator seems to have some monotonic effect with seed

LuaRandomGenerator seems weirdly monotonic: Seed 100: c global.g.re_seed(100); game.print(global.g(1, 1000)); game.print(global.g(1, 1000)) Result: 11, 329 Seed 350: c global.g.re_seed(350); game.print(global.g(1, 1000)); game.print(global.g(1, 1000)) Result: 11, 368 Seed 355: c global.g.re_seed(355...
by H8UL
Wed May 08, 2019 2:07 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.37] Platform differences in integral mathematics
Replies: 12
Views: 5535

[0.17.37] Platform differences in integral mathematics

The following console command gives different results on Linux and Windows: /c game.player.print(bit32.band(1664525*2031137496+1013904223, 0xffffffff)) The example might seem a little strange -- and the multiplication should really be 32-bit with overflow -- but it does isolate the problem. Related ...
by H8UL
Mon May 06, 2019 2:23 pm
Forum: Mods
Topic: [MOD 0.16-0.17] Ribbon Maze 0.7.0
Replies: 57
Views: 17165

Re: [MOD 0.16-0.17] Ribbon Maze 0.7.0

The problem with building the maze in a ring is that people don't explore that way. Instead they go in one direction. And then you have to generate the full ring even though only one chunk on one side is needed. The further the player goes the larger the ring gets and generating it will take longer...
by H8UL
Mon May 06, 2019 9:33 am
Forum: Modding discussion
Topic: Factorio in Linux VM (virtualbox)?
Replies: 3
Views: 2063

Re: Factorio in Linux VM (virtualbox)?

Well, so it does work with guest additions installed on latest Ubuntu, and using VBoxSVGA as the graphics emulation.

Loading sprites on default settings is pretty brutal but works. Can probably be improved, but it is good enough for debugging.
by H8UL
Sat May 04, 2019 11:29 pm
Forum: Mods
Topic: [MOD 0.16-0.17] Ribbon Maze 0.7.0
Replies: 57
Views: 17165

Re: [MOD 0.16-0.17] Ribbon Maze 0.7.0

I thought about doing a spiral, especially because I knew a lot of people would have a gut reaction to want the maze to be infinite in all directions, but you know sometimes players don't benefit for getting what they think they want ;) The reality is, it's far more satisfying to go deeper into a ma...
by H8UL
Sat May 04, 2019 11:21 pm
Forum: Modding discussion
Topic: Factorio in Linux VM (virtualbox)?
Replies: 3
Views: 2063

Re: Factorio in Linux VM (virtualbox)?

Ah sorry I wasn't clear, I've run Linux VMs inside Windows many times for work purposes, I'm wondering specifically about Factorio. I guess I can just try it but these things come with a lot of junk especially around host network adapters. Not really a project I want to take on with my personal gami...
by H8UL
Sat May 04, 2019 9:00 am
Forum: Mods
Topic: [MOD 0.16-0.17] Ribbon Maze 0.7.0
Replies: 57
Views: 17165

Re: [MOD 0.16-0.17] Ribbon Maze 0.7.0

RibbonMaze 0.7.2 now supports Factorio 0.17.35.

The minimum version of RibbonMaze >=0.7.2 is now Factorio >= 0.17.35, due to breaking changes in the modding api in that version.

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