kovarex wrote:I stick it, just because I thing this is super useful and something we would eventually want to have even in the vanilla.
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kovarex wrote:I stick it, just because I thing this is super useful and something we would eventually want to have even in the vanilla.
Just do a find & replace in control.luaaRatNamedSammy wrote:opps..got a bug
on a fresh start
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.getitemstack(1)
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[1]
This change has been made and the first post updated.MasterBuilder wrote: Just do a find & replace in control.lua
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?
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?
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.
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.
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.
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--- /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
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!
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!
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?
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?