- Mods that cause dsync factorio how to#
- Mods that cause dsync factorio mp4#
- Mods that cause dsync factorio mod#
- Mods that cause dsync factorio upgrade#
Other sources for desyncs are a different iteration order through lists (e.g., (k,v) in pairs(.)). if you use a lua-only implementation of an RNG and ensure that the seed is the same for all players, it is likely that you will not get desyncs The reason is that lua's default RNG uses the standard C RNG, which behaves differently across versions, processor architectures, operating systems, etc. if you use lua's default RNG but ensure that the seed is the same for all players (e.g., by letting it depend on say the number of trees in a certain area), it is very likely that you will get a desync. if you initialize your RNG with a seed that is your system's current microseconds (the default way), it is very likely that players have different seeds and therefore generate different random number sequences -> desync
Mods that cause dsync factorio mod#
If you make a mod that places a random amount of copper plates into the inventory of a player who places a building, it depends: If you make a mod that places 100 copper plates into the inventory of a player who places a building, your mod will be MP compatible. If this execution leads to different game states, this will cause a desync. The important thing to keep in mind is that when one player does something that triggers the logic of your mod (e.g., build something, or cause an ontick event (which the player cannot prevent, but you get the idea)), then the mod logic will be executed on all client machines independently. You can find the mod on the mod portal if you are interested.I think there are multiple questions in one post here, I am trying to address each of them: Making Beacons disappear into producer machines to allow for more organic bases fits my perverted playstyle, but Beacons actually do bring a lot of interesting motivations to the base game, and it can be a lot of fun to mess with the building rules that Beacons force. It's quite crude so I won't release it on the mod portal for now. It can either be used by taking a screenshot each N ticks automatically, or in my case I give it a folder with savegames and it takes X number of screenshots, then moves to the next savegame. Lastly, I wrote a timelapse-screenshot tool. I played with the mod and got some interesting results ( imgur album) as I was able to continue building in the starting area instead of refactoring it for Beacons. I hacked together some basic graphics for it from some special passes (height and Ambient Occlusion) that we use for postproduction in our gfx workflow.
Mods that cause dsync factorio how to#
I rewrote it about 3 times as I was learning how to do it better. These machines cannot be further affected by normal Beacons and only accept special productivity modules defined by the mod.Ĭreating the mod was a ton of fun. The mod defines 3 tiers for every producer to simulate beacons with tier 1, 2 or 3 of Speed modules in them.
Mods that cause dsync factorio upgrade#
I’ve been trying to solve this for myself by either restricting myself from using Beacons (which is a massive sacrifice of productivity and speed), or by putting the sub-factories with high Beacon counts outside of the starting area, as keeping the organic starting area is key for me.Įventually I thought about creating a mod that makes machines behave as if they had the maximum possible amount of beacons around them - allowing me to upgrade the starting base, but that also causes higher demand on the throughput of logistics, which the most interesting part - snaking more belts, fitting in more rails. When it starts looking easy, I lose interest. The factory looking increasingly complicated and harder to expand over time is what keeps me engaged to continue playing a map. The issue is, I like to build the opposite of clean and predictable. Furthermore, the differences between different recipe builds are only minimal, so the visual difference between builds is minimal. The results generally look clean, but also very predictable and boring. We are planning to release the new offshore pump graphics with the next release, likely next week.īeacons strongly motivate building in rectangular repeatable patterns.
Mods that cause dsync factorio mp4#
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However we felt that is not different enough and needs more visual balance, so we added a pair of supportive legs. The obvious difference is the connection to water. In the basic concept, the offshore pump is another type of a pump, so it should be similar to the other pump entity Albert made a few years ago, including the animation and visible fluid in it.