[MOD 0.13.17+] Rampant

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Veden
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Re: [MOD 0.13.17+] Rampant

Post by Veden »

ptx0 wrote:
Tue Mar 17, 2020 9:28 pm
adding this to map caused immediate desync. out of curiosity, what is causing so many of these problems?
I like to think that if I knew the answer to that question, I would have fixed it.

Poruft
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Re: [MOD 0.13.17+] Rampant

Post by Poruft »

I'm interested in playing with friends with variable amounts of play time, each with their own force and enemy biter force. Is there any way to make this mod work on a per biter force basis? Right now, things seem pretty global (one AI object with constants) and coded to the game.forces.enemy force. I'm looking for compatibility with something like https://mods.factorio.com/mod/CloseInde ... ultiplayer.

Veden
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Re: [MOD 0.13.17+] Rampant

Post by Veden »

Poruft wrote:
Wed May 13, 2020 2:10 pm
I'm interested in playing with friends with variable amounts of play time, each with their own force and enemy biter force. Is there any way to make this mod work on a per biter force basis? Right now, things seem pretty global (one AI object with constants) and coded to the game.forces.enemy force. I'm looking for compatibility with something like https://mods.factorio.com/mod/CloseInde ... ultiplayer.
At this time, this is outside what is easily doable.

lordfool
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Re: [MOD 0.13.17+] Rampant

Post by lordfool »

Hello, to preface this I'm a noob that's starting to be interesting in factorio modding. I've been having a few desyncs with a few players on multiplayer that seems to be proportional to the amount of players and biters. There seems to be quite a bit of floating point mult and rounding. Are there possibly floating point inconsistencies falling down into the mod? Floating point numbers behave differently on different processors is what I was told.
Edit
If it was perhaps the rounding that is causing some desync issues; is my thinking correct if getting rid of rounding floating points to nearest integer or changing all the floating point numbers to ints, or reducing the number of those calculations by orders of magnitude to cut the odds of hitting the floating point issues(most of the time it works just fine) would be a fix? Prehaps finding a pure lua implementation of these functions?
Seems like mathutils is the heart of the problem by calling the standard math round function? math.sqrt, math.log10, the custom rounding methods, and the custom gaussian random distribution generator look relevant.
Last edited by lordfool on Mon Jun 29, 2020 12:38 am, edited 7 times in total.

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Re: [MOD 0.13.17+] Rampant

Post by steinio »

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lordfool
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Re: [MOD 0.13.17+] Rampant

Post by lordfool »

steinio wrote:
Sun Jun 28, 2020 9:21 am

Code: Select all

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means not equal to
Ah my bad I misunderstood that, this is quite interesting stuff. Is rounding of the floating points perhaps a concern?

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