exfret's randomizer

by exfret

Randomizes every aspect of the game, including recipes, technologies, machines, and more. Download for the ultimate randomization experience that will force you to think in new ways!

Overhaul
7 days ago
1.1 - 2.0
6.54K

g strange incompatability issue

24 days ago
(updated 24 days ago)

for a while now i often encounter the following error message when trying to use this randomizer together with a bunch of other mods. i am still figuring out exactly which setting causes the error.

Failed to load mods: nil
stack traceback:
[C]: in function 'error'
propertyrandomizer/lib/graph/flow-cost.lua:512: in function 'update_recipe_item_costs'
propertyrandomizer/randomizations/graph/recipe.lua:1083: in function 'recipe_ingredients'
propertyrandomizer/data-final-fixes.lua:130: in main chunk

i have managed to get it working with default settings with my current modlist but when i change things to make it more exciting, the mod breakes....

24 days ago

ok, i figured out some stuff and the issue is getting weirder the more i test.
i got the following error when i just changed the production setting to 'more'.

Failed to load mods: propertyrandomizer/randomizations/numerical/recipe.lua:137: attempt to perform arithmetic on local 'old_amount' (a nil value)
stack traceback:
propertyrandomizer/randomizations/numerical/recipe.lua:137: in function '?'
propertyrandomizer/data-final-fixes.lua:181: in main chunk

i got this error when only changing the recipe checkbox to checked:

Failed to load mods: nil
stack traceback:
[C]: in function 'error'
propertyrandomizer/lib/graph/flow-cost.lua:512: in function 'update_recipe_item_costs'
propertyrandomizer/randomizations/graph/recipe.lua:1083: in function 'recipe_ingredients'
propertyrandomizer/data-final-fixes.lua:130: in main chunk

.
i also noticed that just setting extras to more gives an incompatability issue with the merging chest, squeak-through-2 and voidblock mod, resulting in the following error. though i guess this one is just related to getting a chest with too many slots. i had discussed a similar issue a few months ago, resulting in your recommendation to just set the chest values smaller.

Failed to load mods: Error while sorting items-to-place for entity prototype "WideChests_iron-chest-trashdump-10x10" (container): item-to-place "iron-chest" count (100) can't be larger than the the item stack size (75).

.
but the most weird thing i found is that the order in which i change settings results in different outcomes regarding getting errors or not.
during testing, if i changed the seed + chaos + logistics settings at once, i usually got an error but when i changed them one at a time it worked without problem.

...and now that i tried adjusting a whole lot of settings in different mods i can't get that fickle order dependent error situation to be fickle again. i may have fixed one part of the issue without realizing.

24 days ago

I'll look into those, thanks, though it might be a bit since I'm currently doing a huge rewrite of some of the core graph algorithm libraries.

21 days ago

hey exfret, just a quick question, when can i expect the reworked patch/mod? if you can tell.

21 days ago

In terms of sameness, still not sure what exactly the issue is, but I'm working on a more complete randomization process that may tackle that.

Needing to jump around has actually gotten worse, as I started new randomizations and I need to add it back in, but it's being worked on.

As noted, the special buildings are getting randomized with new ideas (hopefully they work).

I made some more exciting starting items in the ore patches, so that's there now.

Bias/chaos is being reworked to affect randomizations. Especially tech randomization has been reworked but not released yet.

I've had ideas for increasing fluids as well, but again still working on it.

So, things are at least in progress now, but I would wait. I had some grand ideas that may turn out to make things even better than I thought, but they also mean things are taking longer since I took on more things. I would still wait, but can't give an accurate time estimate since if I don't get it done within the next couple weeks, school will start again and it might be six months before I get the time to finish it all properly.

21 days ago

its fine just wanted to ask when i can expect it

21 days ago

Just chiming in saying i am having similar issues. Some randomization seeds work some don't. Some seeds that used to work stopped working when I added other mods (QOL that didn't add any items or adjust recipes). After testing it seems to have problems when I check the "Items" randomization checkbox.

21 days ago

I guess item randomization is very fragile right now is all; I made a new version since the old one was actually having softlock issues and other problems I didn't like, but it seems the new one fails often. I'm working on it, but that's all there is to it.

20 days ago

I have the same issues, just wanted to say that even a version of the mod that simply fixes bugs (with no other additions) would be nice so I can actually play.

20 days ago

For now, you can try version 0.3.13, but I'm not sure if it's that much more stable (0.4.0 might also be good). The bugs are currently core algorithmic issues and the mod is not currently in maintenance state (I'm working on major features and things will break often with those). If you want to play something more stable now, I would recommend just property randomization and using vill's randomizer, which is less ambitious in what it tries to do, but also more stable.

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