Katixlir Aug 29, 2013 @ 6:43am
That's strange. Multiple contraption runs works differently.
I was making some custom contraption and I noticed, that when I moved some parts, it changed the way physics works in another areas of canvas (parts changed their trajectory). I know, I know, it's alpha version and stuff, but I just wanted to make a post about it here, just some info.

English isn't my native language, so, yeah, sorry if there were any mistakes.
Last edited by Katixlir; Aug 29, 2013 @ 6:43am
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Pyren Aug 29, 2013 @ 7:44am 
Hi Artem,

Can you please publish two versions of your contraption to the Workshop so that we can see this in action?

The physics should be deterministic, so if you're seeing changes we'll need to look into it.

GaryCXJk Aug 29, 2013 @ 9:20am 
I had that happen too, when I make something react and then select them all and move them around, it somehow changes things. It might have to do because of floating points or something.
°•👽 Louna 👽•° Aug 29, 2013 @ 9:27am 
The entire playground should have same gravity. Unless theres some gravity change you can add at some emplcaement to make puzzle in a funny way with opposite gravity
Originally posted by GaryCXJk:
I had that happen too, when I make something react and then select them all and move them around, it somehow changes things. It might have to do because of floating points or something.
GaryCXJk Aug 29, 2013 @ 9:51am 
Well, at the moment I assume it's a bug that's caused by floating points, which isn't something that can easily be fixed by the way.

EDIT: Checked the level files, and it indeed uses floating points for positioning.
Last edited by GaryCXJk; Aug 29, 2013 @ 9:55am
tqo Aug 29, 2013 @ 11:14am 
I encountered the same issue. It happened when I moved the whole contraption slightly.
TheNerdbilly Aug 29, 2013 @ 12:22pm 
I've had this happen on my rocket basketball contraption. It happened when I slightly moved my rocket on the platform.
Last edited by TheNerdbilly; Aug 29, 2013 @ 12:24pm
gorilla nest  [developer] Aug 29, 2013 @ 7:24pm 
Kevin has been and will continue to make everything work as deterministically as possible, but it is an extremely difficult and common issue with floating point physics. Things like slightly moving a rocket will eventually be fixed, but it's going to be a tougher beast to tackle things like moving an entire large contraption. That doesn't mean it's impossible though!
missbackpack Aug 30, 2013 @ 4:48pm 
I have a contraption that behaves differently on different runs without moving, adding, or removing any parts (and without moving the contraption as a whole). In that the final position of the rockets and Tims will be subtly (or wildly) different from run to run.


For example here's one possible outcome where a few Tims survive the rockets but end up leaving the right of the puzzle out of despair: http://i.imgur.com/qGRbDtd.png

And here's another possible outcome where a couple of Tims survive and then approach the evil Tim to get their revenge: http://i.imgur.com/ZE18OQk.png

For the record my CPU is an Intel Core i3-2310M, my game version is 0.044 and I'm on Windows Server 2012.
Last edited by missbackpack; Aug 30, 2013 @ 5:07pm
Pyren Sep 11, 2013 @ 1:31pm 
Hi guys,

We've tracked down and squashed a few more bugs that were affecting the determinism. Specifically, Tim wasn't behaving deterministically. We're pretty sure that this is now fixed (although other determinism problems might creep in later).

In any case, I've been trying out this level in the new version, build 049, and it has been behaving consistently for me.

Thanks for finding this!
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Date Posted: Aug 29, 2013 @ 6:43am
Posts: 9