RP and RepeatPan's mods

I’ve updated RP and RP-Mods. RP had zero changes (so far, might update to the new config utility… still debating), while RP-Mods had a few fixes for the new version. Everything should work fine now. I recommend updating RP anyway, because any mod I’ll touch now will have the 2200 version minimum. All in all, I’m quite confident in how well RP and the mods managed this update. It seems like it’s heading into the right direction.

Curses, Radiant! I spent a whole three restarts to get that 1402 properly done with fences :frowning:

My two cents for the update:

I like where this is going already. :laughing:


Re: Stockpiles, I don’t know. It’s all good arguments but to be honest, this starts to sound like something the game itself should provide, not a mod :smiley:

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Heh… After adding config files all the mods have started working.

I wonder when I will find a villager named “Steve Adamo”… xD

Screenshot from AltNam:


Meet Ostia Freyamo, my cheerful Carpenter :slight_smile:

I’ve heard it’s impossible to get a villager named @SteveAdamo. Something about lack of internet points.

i heard it was bad oral hygiene?

and im back home! time to get some testing underway! looks at his machine and sighs

come on ol’ girl we can get through this together…

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You’ve got the point. Last name is possible, but first may be after adding those ‘string change rules’ ( Stef + fe = Steve - “eff” to not mistake with “ff”->“ph” )

But true - IMHO, @RepeatPan should get at least 2*NumberOfHisMods Internet Points. :wink:

EDIT:
Looks like AltNam has a little problems with randomization in moment we place flag.

well, i have good news… and embarrassing news…

good news: the “spawn stuff” mod is working like a charm! and it is ridiculously fun to use… :smile:

embarrassing news: i was loading the required files in the “wrong” /mods/… i was loading them here:

C:\Program Files (x86)\Stonehearth\mods

and it seems they were supposed to go in here:

C:\Program Files (x86)\Steam\SteamApps\common\Stonehearth\mods

i feel… well, embarrassed… i’ll just go sit in the corner and play with this lovely ball of yarn now… :cat:

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That probably wouldn’t be too hard, lua seems to use a simplified warped version of regex that looks like it could do pretty much everything you might want for something like name parsing.

@RepeatPan The rng seems to be to give it more power, although they might have thrown something into make the prng less predictable. By default you only need one vale to determine every value as it’s about as basic as you can get.

Now to get this stupid ui to actually display and I’ll be able to show what I’ve been doing. The beginning of the future of stonehearth modmodmetamodding.

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I live in the wrong timezone, that’s for sure. It’s still only early working hours when I read these updates. @RepeatPan, I am truly impressed and can’t wait to get home to try. Too bad I have at least 10 hours until work day and playing-with-kids night has passed. If allowed I will do a “mod test” video and throw up on Youtube to further spread the, in the words of @SteveAdamo, awesomeness :smiley:

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Sigh, I guess we have time to add pattern replacement.

Define “randomization problems”. In the worst case, Radiant forgot to call math.randomseed. Yepp, there’s nothing in the lua. Let me check.

Yepp. The PRNG isn’t initialized at all. This explains why all names are identical. I’ll fix it in RP for the moment, I’ll see if I switch to the new PRNG later.

Well, lua’s default math.random uses C’s rand():

lua_Number r = (lua_Number)(rand()%RAND_MAX) / (lua_Number)RAND_MAX;

If this really has been an issue (I don’t know how well the prng in lua’s dll is), I would much rather just “patch” lua (by simply overwriting math.random after the lua library has been opened) instead of introducing a new library that seems to be much more hassle to use.

In the end, I think that’s what I will do if math.random() proves to be so bad. But right now, just setting a proper seed should probably do the trick. Yepp, seems to work in 2201.

I honestly don’t know if we really need a good random generator. A mediocre one would probably work just as fine.

lua patterns are nowhere compared to regexes. They get the job done, surely, but they’re light years away from, say, Perl’s regexes.

Sure, go nuts.

Also, those sneaky bastards have released r23!

Inofficial nerd patch notes (#23)

radiant: Nothing.

Stonehearth: … nothing.

Right, so a pure engine release. Alright, works for me. I’m not going to release RP 2300 however. Do I have to? :expressionless:

The only reason we’d want a good prng is if it was exploited for multiplayer. I’m pretty sure that there’s not much there though that could actually be exploited as most of the game is non-random.

Yes patterns are way behind normal regex (which is behind perl’s) but they match most of the bare basic functionality of regex’s with the notable exception of repeated groups, not that we couldn’t just add it if we really needed it.

Spork it, let’s have RP2200 instead :stuck_out_tongue:

Not really. In a well designed multiplayer, the client has very little power over the gameplay as everything is validated or done by the server. Unless somebody knows the server’s (current) seed and its complete code, predicting actions is impossible.

I don’t know the English words for it, but there’s little reason to use a mathematically well spread random generator for a game. Even if somebody was able to predict the next random numbers, I doubt it would be much use to him :wink:

They are way behind any sort of regex. Optional groups, for example, could be really useful in certain cases. It suffices for what we do, but I would not dare to put lua’s patterns anywhere close to regexes.

Heh, I’ve got an ‘non-mod’ idea. @RepeatPan, how about an interview for Stonehearth.pl ? :slight_smile:

In related news, I’ve started working on porting over the mods to 2200. The new get_config feature might be really handy, however I don’t like their default implementation :smiley:

RP will likely have rp.load_config heavily modified and rp.get_config will simulate radiant.util.get_config, but checks for type-safety.

Well, as long as it’s not in Polish and too personal, sure I guess?

No problem, interview will be in English, then translated. Give me 2-3 days to write some questions. :slight_smile:

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Currently writing a newer version of TIM. This time, it’s going to place the banner and all that stuff too, so you just load the game and have the same map every time, already prepared for fun.


In theory, some sort of very, very simple saving system that keeps at least track of the entities should be possible. I mean, we can query entities and we can save and load json, and we can create entities, so hmmmmm…

Just thinking loud.

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Think aloud as much as you need.

I have no understanding of what this means, but I’m excited that there are people who are delving into it! :stuck_out_tongue:

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it’s ok, i’ll explain it later, over drinks…

carry on @RepeatPan… and know this, i fully intend to crack open some code this weekend… i make no promises as to the feats i will accomplish, but be prepared to be (almost entirely) underwhelmed…

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I’ve just discovered how decoda works and my mind is officially blown.

If only I could get the Javascript console too. Then I could die a happy man. And probably release three times as many mods. Including configurable hotkeys for the camera… tease tease beg beg.

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RP r2300, except the completely incompatible config handling nothing really new. Link as usual on GitHub; however those two things might be handy:

A Developer’s Dream

I’m sure Radiant has something like this too that they don’t want to share (I’m looking at you, ?skip_title!) so I decided we do a bit of a teenage rebellion and make my own. I’m not a part of the system, maan! This simply changes the world generation a bit to always create the exact same piece of land, auto-places the banner and auto-places a stockpile. In combination with Time Is Money, you get instantly loaded into a little island with settlers and everything ready. Note that this mod is kind-of in development right now and therefore other mods won’t necessarily work (for example, I know that rp_spawn_stuff disagrees - I have to see if I can call dlmenu on already dlmenu'd things).

rp_hotfix

I’m not even going to bother with this one; it’s whatever hotfixes the current game requires. At the moment, this is just an addition for the camera to add customizable key bindings. Example setting for the user_settings.json:

"mods" : {    
  "rp_hotfix" : {
    "camera_keys" : {
      "forward" : "Z",
      "backwards" : "S",
      "left" : "Q",
      "right" : "D",
      "turn_left" : "A",
      "turn_right" : "E"
    }
  }
}

In other news, post #100 in this thread \o/

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