[0.17.x] [Z] Adventure
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Re: [0.16.x] [Z] Adventure
Hi, I found a bug while playing with your mod.
If an area spawned on a cliff, some of the area will be missing
Attached the screenshot
If an area spawned on a cliff, some of the area will be missing
Attached the screenshot
Re: [0.16.x] [Z] Adventure
Ok. Got it.HammerPiano wrote:Hi, I found a bug while playing with your mod.
If an area spawned on a cliff, some of the area will be missing
Upd: Heh.. 42th..
Re: [0.16.x] [Z] Adventure
1.16.5
Changes:
- Small tunings.
Bugfixes:
- Increased area for removing rocks and cliffs.
Changes:
- Small tunings.
Bugfixes:
- Increased area for removing rocks and cliffs.
Re: [0.16.x] [Z] Adventure
1.16.6
News:
- Ruins expansion.
Changes:
- Irrelevant changes for expansion.
News:
- Ruins expansion.
Changes:
- Irrelevant changes for expansion.
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Re: [0.16.x] [Z] Adventure
for me the inventive station doesn't work it doesn't show anything
- Attachments
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- 1.png (4.3 MiB) Viewed 5960 times
Re: [0.16.x] [Z] Adventure
Can you enter "/c remote.call("ZADV", "dump")" into console (~ key) until you get message "Data dump created" and then upload factorio-current.log file ?yoyoyogurt wrote:for me the inventive station doesn't work it doesn't show anything
And if you can - make a backup of save or autosave file before station appear.
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Re: [0.16.x] [Z] Adventure
here are the filesZlovreD wrote:Can you enter "/c remote.call("ZADV", "dump")" into console (~ key) until you get message "Data dump created" and then upload factorio-current.log file ?yoyoyogurt wrote:for me the inventive station doesn't work it doesn't show anything
And if you can - make a backup of save or autosave file before station appear.
i created a new map and looked for the inventive station in god mode and i have had the problem without god mode so thats not the issue.
- Attachments
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- Adventure2.zip
- after i found it
- (6.61 MiB) Downloaded 138 times
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- Adventure.zip
- before i found the inventive station
- (1.48 MiB) Downloaded 214 times
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- factorio-dump-previous.dmp
- (516.49 KiB) Downloaded 122 times
Re: [0.16.x] [Z] Adventure
Tried new map and both your saves with set of yours mods. In all cases it's working.yoyoyogurt wrote:i created a new map and looked for the inventive station in god mode and i have had the problem without god mode so thats not the issue.
And according to game data from your 2nd save file - all appropriate data is properly generated to make station works.
Did you try to enable "Show info" option (ALT button by default) to see station status indicators?
Re: [0.16.x] [Z] Adventure
Hey there, a friend of mine and I tried to play your mod, theres a major incaptability error that occurs when Whistle Stop Factories mod are both loaded, can you create a compatability for it? or is that impossible with some of the expansions/etc?
Re: [0.16.x] [Z] Adventure
I'll check..TTBNC wrote:Hey there, a friend of mine and I tried to play your mod, theres a major incaptability error that occurs when Whistle Stop Factories mod are both loaded, can you create a compatability for it? or is that impossible with some of the expansions/etc?
Re: [0.16.x] [Z] Adventure
To be fair, when they're running on a server, the game will desync entirely, we're not sure whats the problem as your mod didn't post anything to our logs, so we're unsure of whats the problem.ZlovreD wrote:I'll check..TTBNC wrote:Hey there, a friend of mine and I tried to play your mod, theres a major incaptability error that occurs when Whistle Stop Factories mod are both loaded, can you create a compatability for it? or is that impossible with some of the expansions/etc?
Re: [0.16.x] [Z] Adventure
You playing on dedicated server or one of you host the game ?TTBNC wrote:To be fair, when they're running on a server, the game will desync entirely, we're not sure whats the problem as your mod didn't post anything to our logs, so we're unsure of whats the problem.
Re: [0.16.x] [Z] Adventure
Dedicated server box that we have.ZlovreD wrote:You playing on dedicated server or one of you host the game ?TTBNC wrote:To be fair, when they're running on a server, the game will desync entirely, we're not sure whats the problem as your mod didn't post anything to our logs, so we're unsure of whats the problem.
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Re: [0.16.x] [Z] Adventure
i have alt on all the time so thats not it :/ZlovreD wrote:Tried new map and both your saves with set of yours mods. In all cases it's working.yoyoyogurt wrote:i created a new map and looked for the inventive station in god mode and i have had the problem without god mode so thats not the issue.
And according to game data from your 2nd save file - all appropriate data is properly generated to make station works.
Did you try to enable "Show info" option (ALT button by default) to see station status indicators?
Re: [0.16.x] [Z] Adventure
I'm heavy loaded in real life atm, but still working on desync problem...
Re: [0.16.x] [Z] Adventure
If you want the modlist that we're also using, we're using these mods:ZlovreD wrote:I'm heavy loaded in real life atm, but still working on desync problem...
- Aircraft
Big Brother
Big-Monsters
Bullet Trails
Electric Train
Endgame Combat
Force Fields 2
Modular Turrets
Nanobots: Early Bots
NEE [Natural Evolution Enemies]
RSO
TinyMarathonStart
Upgrade Builder and Planner
Whistle Stop Factores
Re: [0.16.x] [Z] Adventure
Yeah, it may helps.TTBNC wrote:If you want the modlist that we're also using, we're using these mods:ZlovreD wrote:I'm heavy loaded in real life atm, but still working on desync problem...
Thats mostly what the server is running, before when we were using [Z] Adventure, we weren't sure why it was heavily desyncing.
- Aircraft
Big Brother
Big-Monsters
Bullet Trails
Electric Train
Endgame Combat
Force Fields 2
Modular Turrets
Nanobots: Early Bots
NEE [Natural Evolution Enemies]
RSO
TinyMarathonStart
Upgrade Builder and Planner
Whistle Stop Factores
I had parsed desync reports, and already find few reasons. Now i'm trying not to rewriting whole control.lua from begining. =)
Re: [0.16.x] [Z] Adventure
Oy vey.... hope to god it doesn't come to that D:Yeah, it may helps.
I had parsed desync reports, and already find few reasons. Now i'm trying not to rewriting whole control.lua from begining. =)
Re: [0.16.x] [Z] Adventure
2.16.0
News:
- Overhaul of multiplayer.
- Non-blueprintable entities support (see example expansion for details).
- Option to ignore all collision is implemented (see example expansion for details).
Changes:
- Remove 1st argument "rndroll" from ScriptForEach function in area prototype. Now you can use global ZADV_Rnd(min, max, seed) as an alternative.
- Globalize some variables in the area prototypes.
- Optimize construction routine for some areas.
- Maze prototype variants unified and simplified.
- Color table globalized. Use "global.ZADV.Color.***" for predefined colors (White, Black, Gray, Red, Green, Blue, Yellow, Pink, Cyan, Orange, Purple, Brown, Acid).
- Error history added.
- Console commands:
"/zadv_debug N" - Set debug level [0-2] (0 - normal, 1 - additiional info, 2 - full info and increase area generation chance);
"/zadv_dump" - Write into log file all current data of mod;
"/zadv_reveal" - Switch showing of new areas;
"/zadv_dinfo" - Switch player position info;
"/zadv_errors" - Write into log file all occured errors;
- Lower data size transferred into control stage.
- Occupied Base:
Fast enslaved soldier - pursue distance and speed increased.
Angry enslaved soldier - pursue time and distance increased.
- Autordrome: New sound for car impact.
Bugfixes:
- Random generator became more deterministic.
- Occupied Base: Fix color mask for Fast enslaved soldier corpse.
- Autordrome: Races results now properly updating and displaying in MP.
News:
- Overhaul of multiplayer.
- Non-blueprintable entities support (see example expansion for details).
- Option to ignore all collision is implemented (see example expansion for details).
Changes:
- Remove 1st argument "rndroll" from ScriptForEach function in area prototype. Now you can use global ZADV_Rnd(min, max, seed) as an alternative.
- Globalize some variables in the area prototypes.
- Optimize construction routine for some areas.
- Maze prototype variants unified and simplified.
- Color table globalized. Use "global.ZADV.Color.***" for predefined colors (White, Black, Gray, Red, Green, Blue, Yellow, Pink, Cyan, Orange, Purple, Brown, Acid).
- Error history added.
- Console commands:
"/zadv_debug N" - Set debug level [0-2] (0 - normal, 1 - additiional info, 2 - full info and increase area generation chance);
"/zadv_dump" - Write into log file all current data of mod;
"/zadv_reveal" - Switch showing of new areas;
"/zadv_dinfo" - Switch player position info;
"/zadv_errors" - Write into log file all occured errors;
- Lower data size transferred into control stage.
- Occupied Base:
Fast enslaved soldier - pursue distance and speed increased.
Angry enslaved soldier - pursue time and distance increased.
- Autordrome: New sound for car impact.
Bugfixes:
- Random generator became more deterministic.
- Occupied Base: Fix color mask for Fast enslaved soldier corpse.
- Autordrome: Races results now properly updating and displaying in MP.
Re: [0.16.x] [Z] Adventure
Ey Everything works now