pY Veganism (inofficial)

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Rumata
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Re: pY Veganism (WIP)(unofficial)

Post by Rumata »

i'm broke it again :)
i have read about donate blood once per hour, but i want to try make it little often. After that a have this nice picture.

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tiriscef
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Re: pY Veganism (WIP)(unofficial)

Post by tiriscef »

Fixed it. :)

(How did I not test the case that the player dies of the blood donation?^^)

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Re: pY Veganism (WIP)(unofficial)

Post by Rumata »

Hello again. Great thank's for you work. It's nice.
I found some strange ... not bug ... i don't know what is it.
Please see on picture. When i'm try build> i have a message : " you
can not buid here ..."

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tiriscef
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Re: pY Veganism (WIP)(unofficial)

Post by tiriscef »

Oh, it was a bug. I forgot an eventhandler that should remove those invisible beacons. I published a fix.

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Re: pY Veganism (WIP)(unofficial)

Post by Rumata »

tiriscef wrote:
Mon Aug 05, 2019 11:57 pm
Oh, it was a bug. I forgot an eventhandler that should remove those invisible beacons. I published a fix.
Greate thank's!

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Re: pY Veganism (WIP)(unofficial)

Post by aklesey1 »

Hi tiriscef
Have u ever thought about using ammonium sulfate in a fertilizer recipe?
I think it can be combined from acid gas nad ammonia as it now same with combining hydrogen chloride with ammonia to get ammonium chloride
Nickname on ModPortal - Naron79

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tiriscef
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Re: pY Veganism (WIP)(unofficial)

Post by tiriscef »

No, but I like this idea. I will add it when I have time. Just not this weekend.
Last edited by tiriscef on Fri Dec 16, 2022 3:11 am, edited 1 time in total.

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Re: pY Veganism (WIP)(unofficial)

Post by infantryman4life »

Hello,

im getting this error and i was hoping if there was a fix for it cause i really want to use this mod, so i can continue playing my map.

thanks :)

The mod pY Veganism [ALPHA] caused a non-recoverable error.
Please report this error to the mod author.

Error while running event pyveganism::on_nth_tick(10)
invalid key to 'next'
stack traceback:
[C]: in function 'next'
__pyveganism__/control.lua:454: in function <__pyveganism__/control.lua:443>

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tiriscef
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Re: pY Veganism (WIP)(unofficial)

Post by tiriscef »

Oh, I never knew the next-function can break.

Could you send me your save so I have something to test?

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Re: pY Veganism (WIP)(unofficial)

Post by infantryman4life »

tiriscef wrote:
Mon Aug 12, 2019 3:05 pm
Oh, I never knew the next-function can break.

Could you send me your save so I have something to test?
sure. here you go

ah the file didnt fit. where can i send it to you?

edit: here is my dropbox link of my save file
https://www.dropbox.com/s/154x36dt85z7t9h/PY.zip?dl=0

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tiriscef
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Re: pY Veganism (WIP)(unofficial)

Post by tiriscef »

Thank you. :)
I fixed it.

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Re: pY Veganism (WIP)(unofficial)

Post by infantryman4life »

tiriscef wrote:
Mon Aug 12, 2019 5:04 pm
Thank you. :)
I fixed it.
thanks :)

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Re: pY Veganism (inofficial)

Post by Soggs »

Hi,

we are currently using your Py Veganism mod in a multiplayer game on Redmew and a few issues appeared:

First and foremost:
Your math.random call on line 257 in control.lua seems unsafe and thereby causes desyncs, since the built in random number generator used by Lua is not deterministic across different simulations (aka connected clients and the server) you can either use this https://lua-api.factorio.com/latest/Lua ... rator.html or simply go by first index.

Secondly the invisible beacons can cause some crashes with other mods (like Factorio Planner) because of the missing icons and some other missing properties like max modules. The sprites I quickly fixed in this mod. https://mods.factorio.com/mod/pyVegFix
Its not that important but it would probably a good idea to fix it long term.

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Re: pY Veganism (inofficial)

Post by immortal_sniper1 »

wait invisible beacons? why would u use them? beacons are not ugly

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Re: pY Veganism (inofficial)

Post by Blokus »

immortal_sniper1 wrote:
Sat Oct 19, 2019 4:30 pm
wait invisible beacons? why would u use them? beacons are not ugly
I dunno what they are for here but they get used as a hack for things that aren't really supported by the API. For example there is a mod called Seablock Mining which applies productivity bonuses to crystallizers based on mining productivity research. It does that with invisible productivity beacons.

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Re: pY Veganism (inofficial)

Post by Soggs »

Blokus wrote:
Sat Oct 19, 2019 4:39 pm
immortal_sniper1 wrote:
Sat Oct 19, 2019 4:30 pm
wait invisible beacons? why would u use them? beacons are not ugly
I dunno what they are for here but they get used as a hack for things that aren't really supported by the API. For example there is a mod called Seablock Mining which applies productivity bonuses to crystallizers based on mining productivity research. It does that with invisible productivity beacons.
Yeah this, they are used here to apply productivity bonuses and speed bonuses based on techs to most of the plantation style builds in Py.


Btw I have a correction to make about the math.random() call. It should be save! However something around composters seems to cause issues with desyncs since removing them map wide stopped the desyncs.

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Re: pY Veganism (inofficial)

Post by kingarthur »

Soggs wrote:
Sat Oct 19, 2019 4:24 pm

First and foremost:
Your math.random call on line 257 in control.lua seems unsafe and thereby causes desyncs, since the built in random number generator used by Lua is not deterministic across different simulations (aka connected clients and the server) you can either use this https://lua-api.factorio.com/latest/Lua ... rator.html or simply go by first index.

That's wrong. Math.random was specifically modified by the factorio devs to be deterministic

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Re: pY Veganism (inofficial)

Post by tiriscef »

Soggs wrote:
Sat Oct 19, 2019 4:24 pm
Hi,

we are currently using your Py Veganism mod in a multiplayer game on Redmew and a few issues appeared:

First and foremost:
Your math.random call on line 257 in control.lua seems unsafe and thereby causes desyncs, since the built in random number generator used by Lua is not deterministic across different simulations (aka connected clients and the server) you can either use this https://lua-api.factorio.com/latest/Lua ... rator.html or simply go by first index.

Secondly the invisible beacons can cause some crashes with other mods (like Factorio Planner) because of the missing icons and some other missing properties like max modules. The sprites I quickly fixed in this mod. https://mods.factorio.com/mod/pyVegFix
Its not that important but it would probably a good idea to fix it long term.
Hey,
it pleases me to hear that some people even play my mod. :)
I gave the invisible beacons an icon. I will update that somewhen tomorrow.

Unfortunately I don't really know how to fix the desync issue as I don't know how to test multiplayer cases. I have just one account for factorio.
Could you provide a desync report?
Last edited by tiriscef on Fri Dec 16, 2022 3:18 am, edited 1 time in total.

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Re: pY Veganism (inofficial)

Post by kingarthur »

tiriscef wrote:
Wed Oct 23, 2019 12:25 am
Soggs wrote:
Sat Oct 19, 2019 4:24 pm
Hi,

we are currently using your Py Veganism mod in a multiplayer game on Redmew and a few issues appeared:

First and foremost:
Your math.random call on line 257 in control.lua seems unsafe and thereby causes desyncs, since the built in random number generator used by Lua is not deterministic across different simulations (aka connected clients and the server) you can either use this https://lua-api.factorio.com/latest/Lua ... rator.html or simply go by first index.

Secondly the invisible beacons can cause some crashes with other mods (like Factorio Planner) because of the missing icons and some other missing properties like max modules. The sprites I quickly fixed in this mod. https://mods.factorio.com/mod/pyVegFix
Its not that important but it would probably a good idea to fix it long term.
Hey,
it pleases me to hear that some people even play my mod. :)
I gave the invisible beacons an icon. I will update that somewhen tomorrow.

Unfortunately I don't really know how to fix the desync issue as I don't know how to test multiplayer cases. I have just one account for factorio.
Could you provide a desync report?


Aside from that: I won't be able to work much on this mod anymore, as I am in psychiatry for a while, which limits my free time.
If someone would like to continue developing or maintaining my terribly structured mess mod, then I would be happy about that.
I might as well as this will probably need adjustments for pyalienlife when it comes out

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Re: pY Veganism (inofficial)

Post by Soggs »

tiriscef wrote:
Wed Oct 23, 2019 12:25 am
Aside from that: I won't be able to work much on this mod anymore, as I am in psychiatry for a while, which limits my free time.
If someone would like to continue developing or maintaining my terribly structured mess mod, then I would be happy about that.
First of I wish you the best for your recovery. Secondly I do have time to look after the mod if you want. It is fairly organize compared to what I have seen in other mods. :D
tiriscef wrote:
Wed Oct 23, 2019 12:25 am
Hey,
it pleases me to hear that some people even play my mod. :)
I gave the invisible beacons an icon. I will update that somewhen tomorrow.

Unfortunately I don't really know how to fix the desync issue as I don't know how to test multiplayer cases. I have just one account for factorio.
Could you provide a desync report?
About the desync I am no longer sure it is really your mod. Pinpointing desyncs is a pain in the ass esp in this game because for some reason they appear in waves. They stopped once removed all composters but then they returned. When they stopped again we added some composters again and it stayed stable for now. So I dont even know. :D

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