![Smile :)](./images/smilies/icon_e_smile.gif)
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.
Moderator: pyanodon
Greate thank's!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.
sure. here you gotiriscef 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?
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.immortal_sniper1 wrote: Sat Oct 19, 2019 4:30 pm wait invisible beacons? why would u use them? beacons are not ugly
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.Blokus wrote: Sat Oct 19, 2019 4:39 pmI 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.immortal_sniper1 wrote: Sat Oct 19, 2019 4:30 pm wait invisible beacons? why would u use them? beacons are not ugly
That's wrong. Math.random was specifically modified by the factorio devs to be deterministicSoggs 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.
Hey,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.
I might as well as this will probably need adjustments for pyalienlife when it comes outtiriscef wrote: Wed Oct 23, 2019 12:25 amHey,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.
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 myterribly structured messmod, 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.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 myterribly structured messmod, then I would be happy about that.
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.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?