woohookovarex wrote:I stick it, just because I thing this is super useful and something we would eventually want to have even in the vanilla.
[MOD 0.11.22] Pocket Bots. Construction bots for your pocket.
- aRatNamedSammy
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Re: [MOD 0.11.x] Pocket Bots. Construction bots for your pocket.
Teeth for Two (so sorry my bad english)
- aRatNamedSammy
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Re: [MOD 0.11.x] Pocket Bots. Construction bots for your pocket.
opps..got a bug
on a fresh start
on a fresh start
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- factorio-current.zip
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Teeth for Two (so sorry my bad english)
- MasterBuilder
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Re: [MOD 0.11.x] Pocket Bots. Construction bots for your pocket.
Just do a find & replace in control.luaaRatNamedSammy wrote:opps..got a bug
on a fresh start
Replace:
Code: Select all
.getitemstack(1)
Code: Select all
[1]
Give a man fire and he'll be warm for a day. Set a man on fire and he'll be warm for the rest of his life.
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Re: [MOD 0.11.x] Pocket Bots. Construction bots for your pocket.
This change has been made and the first post updated.MasterBuilder wrote: Just do a find & replace in control.lua
Re: [MOD 0.11.x] Pocket Bots. Construction bots for your pocket.
What bug is causing desync in MP while using pocket bots? Is it factorio bug or rather mod one?
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Re: [MOD 0.11.x] Pocket Bots. Construction bots for your pocket.
Desync's are always factorio bug.psorek wrote:What bug is causing desync in MP while using pocket bots? Is it factorio bug or rather mod one?
Re: [MOD 0.11.x] Pocket Bots. Construction bots for your pocket.
Not always, it's very easy to use local variables and cause desyncs with a mod.FishSandwich wrote:Desync's are always factorio bug.psorek wrote:What bug is causing desync in MP while using pocket bots? Is it factorio bug or rather mod one?
If you want to get ahold of me I'm almost always on Discord.
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Re: [MOD 0.11.x] Pocket Bots. Construction bots for your pocket.
Yeah.. And if the factorio client handled it correctly it wouldn't desync right?
Re: [MOD 0.11.x] Pocket Bots. Construction bots for your pocket.
You overestimate the ability of the game to deal with modders' bad code.
Re: [MOD 0.11.x] Pocket Bots. Construction bots for your pocket.
You can't ask the game to not desync when you are trying to break things.Degraine wrote:You overestimate the ability of the game to deal with modders' bad code.
Re: [MOD 0.11.x] Pocket Bots. Construction bots for your pocket.
Sounds like an awesome way to harvest trees. The auto repair feature seems also amazing !
I'm not english, sorry for my mistakes
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Re: [MOD 0.11.x] Pocket Bots. Construction bots for your pocket.
Definitely a bug in the mods code. This code was written when non-indexed LUA list loading were non-deterministic so I added a bunch of hacks to work around this, these hacks cause the desync. That was as close as I could get it to work in MP as every list I use is non-indexed. Since this mod release the Factorio devs have changed the LUA code to make make the loading of non-indexed lists to be deterministic (At least i think they have) so it should work without the hacks I put in place but I have not gone back to fix my mod. I am not willing to fix MP bugs until it officially goes stable as I wasted hours every weekend to keep up with the experimental updates only to have the whole thing to break again in strange ways for the next patch.psorek wrote:What bug is causing desync in MP while using pocket bots? Is it factorio bug or rather mod one?
While my code is bad it was written this way to work around MP bugs from an very early versions of 0.11.x so you could say that the bugs in Factorio caused some (NOT all) of the bad code. That said it is my understanding that they have fixed most of these bugs but I have not fixed the mod since then. Testing MP desync issues took all the fun out of modding Factorio for me so I stopped doing it. If you want to patch PocketBots to work with MP I'll update the first post with your versionDegraine wrote:You overestimate the ability of the game to deal with modders' bad code.
Re: [MOD 0.11.x] Pocket Bots. Construction bots for your pocket.
Things you won't to know: what do we learn is, that a workaround for bugs in other software should be programmed so, that it can be thrown away without loosing anything, if the bug is fixed.
Cool suggestion: Eatable MOUSE-pointers.
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Have you used the Advanced Search today?
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I still like small signatures...
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Re: [MOD 0.11.x] Pocket Bots. Construction bots for your pocket.
Sadly I am a systems administrator, I just throw lines of code at a problem until they go away. I doubt it will be to hard to remove the dodgy code and once we get a stable 0.11 release I'll start work on it. I'll also go back and get all my other mods working in MP and release the new version of FatController that I've had for a few months unreleasedssilk wrote:Things you won't to know: what do we learn is, that a workaround for bugs in other software should be programmed so, that it can be thrown away without loosing anything, if the bug is fixed.
Edit: I went to update this today to fix the desync on auto-save issue and apparently it doesn't happen anymore. They did synchronize game saving in a previous update, that was probably when it got fixed. I've updated the first post to reflect this.
Re: [MOD 0.11.x] Pocket Bots. Construction bots for your pocket.
If possible, I hope to add a button, you can switch the building space or may not be connected to other roboport
Re: [MOD 0.11.x] Pocket Bots. Construction bots for your pocket.
Hey dude. Love your mod.
Here's a very small patch so you can use bob's improved bots with the pocket bots pocket roboport. Hope you don't mind.
Thanks!
Here's a very small patch so you can use bob's improved bots with the pocket bots pocket roboport. Hope you don't mind.
Thanks!
Code: Select all
--- /a/control.lua
+++ /b/control.lua
@@ -743,7 +743,7 @@
--if diff < -50 then diff = -50 end
--debugLog("repair-pack")
applyChangeToInventory(entityGroup["roboport-pocket"].getinventory(2), itemName, diff)
- elseif itemName == "construction-robot" then
+ elseif string.find(itemName, "construction-robot",1,true) then
--if diff > 50 then diff = 50 end
--if diff < -50 then diff = -50 end
Re: [MOD 0.11.x] Pocket Bots. Construction bots for your pocket.
Isn't the patch pointless with the advent of the personal roboport?cpw wrote:Hey dude. Love your mod.
Here's a very small patch so you can use bob's improved bots with the pocket bots pocket roboport. Hope you don't mind.
Thanks!
Re: [MOD 0.11.x] Pocket Bots. Construction bots for your pocket.
Why? It's not like that'll be back ported to 0.11.. If someone is playing bobs mods and pocket bots together, this is a nice to have, surely?kiba wrote:Isn't the patch pointless with the advent of the personal roboport?cpw wrote:Hey dude. Love your mod.
Here's a very small patch so you can use bob's improved bots with the pocket bots pocket roboport. Hope you don't mind.
Thanks!
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Re: [MOD 0.11.x] Pocket Bots. Construction bots for your pocket.
0.12 will be pretty unstable for a while so this is probably not a bad idea. I'll put it in this weekend and fix the annoying player is treated as something to repair bug that is driving me crazy.cpw wrote:Why? It's not like that'll be back ported to 0.11.. If someone is playing bobs mods and pocket bots together, this is a nice to have, surely?
Re: [MOD 0.11.x] Pocket Bots. Construction bots for your pocket.
Very true, and thanks!JamesOFarrell wrote:0.12 will be pretty unstable for a while so this is probably not a bad idea. I'll put it in this weekend and fix the annoying player is treated as something to repair bug that is driving me crazy.cpw wrote:Why? It's not like that'll be back ported to 0.11.. If someone is playing bobs mods and pocket bots together, this is a nice to have, surely?