[Klonan] [2.0.7] Already researched technologies in pvp/mp scenario

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scarry
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[Klonan] [2.0.7] Already researched technologies in pvp/mp scenario

Post by scarry »

When you start the pvp scenario, a few technologies have already been researched, but the corresponding setting is set to "none". Both with and without the space age mods. This could be reproduced on several accounts.

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pinecoffin
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Re: [Klonan] [2.0.7] Already researched technologies in pvp/mp scenario

Post by pinecoffin »

I was about to log this as well.

Have a group that were keen to play but we'll wait and cross fingers.

I did try using the below as admin, which works, but also disables the ability to research once run.

Code: Select all

/c for _,v in pairs(game.player.force.technologies) do v.researched=false end
Last edited by pinecoffin on Mon Oct 21, 2024 3:15 pm, edited 1 time in total.
scarry
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Re: [Klonan] [2.0.7] Already researched technologies in pvp/mp scenario

Post by scarry »

pinecoffin wrote: Mon Oct 21, 2024 2:10 pm

Have a group that were keen to play...
Same here, already trying to find workarounds too. Will post here if we find a good temporary solution

Edit: Your solution works. The research at the beginning just seems to be going differently than usual. craft 10 copper plates to unlock the green circuit technology e.g.
Or did you have problems later on?
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Re: [Klonan] [2.0.7] Already researched technologies in pvp/mp scenario

Post by porigonop »

Hello ! i'm having the same issue, i think it's just the tech that are ressource-based that cause issue, to reset the research of all force i did this command :

Code: Select all

/c for _,force in pairs(game.forces) do if (force.name == "enemy" or force.name == "player" or force.name == "neutral") then else for _,v in pairs(force.technologies) do v.researched=false end end end 
(i added filters to not change other faction, idk if it matter)

i did research the first tech just fine (copper one) and it seems to be the same behavior as with normal gamemode

I just hope it will not break other things down the line
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Re: [Klonan] [2.0.7] Already researched technologies in pvp/mp scenario

Post by pinecoffin »

scarry wrote: Mon Oct 21, 2024 2:31 pm
pinecoffin wrote: Mon Oct 21, 2024 2:10 pm

Have a group that were keen to play...
Same here, already trying to find workarounds too. Will post here if we find a good temporary solution

Edit: Your solution works. The research at the beginning just seems to be going differently than usual. craft 10 copper plates to unlock the green circuit technology e.g.
Or did you have problems later on?
Ah geez, it was getting late for us and we just saw that the research button was greyed out where it wasn't before running the command. I didn't realise that the research system had changed.
I've just tested again by running the same command and confirmed it is working.
Not sure if it's turned off the ability to queue research It hasn't disabled research queuing.
Last edited by pinecoffin on Mon Oct 21, 2024 3:40 pm, edited 1 time in total.
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Re: [Klonan] [2.0.7] Already researched technologies in pvp/mp scenario

Post by pinecoffin »

porigonop wrote: Mon Oct 21, 2024 3:01 pm Hello ! i'm having the same issue, i think it's just the tech that are ressource-based that cause issue, to reset the research of all force i did this command :

Code: Select all

/c for _,force in pairs(game.forces) do if (force.name == "enemy" or force.name == "player" or force.name == "neutral") then else for _,v in pairs(force.technologies) do v.researched=false end end end 
(i added filters to not change other faction, idk if it matter)

i did research the first tech just fine (copper one) and it seems to be the same behavior as with normal gamemode

I just hope it will not break other things down the line
Does running the above mean I don't need to make each player admin and run what I posted previously?
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Re: [Klonan] [2.0.7] Already researched technologies in pvp/mp scenario

Post by pinecoffin »

I just saw on Discord that someone has a PvP scenario going and they can't launch the rocket... I've turned off all win conditions, as we just want to play with separate research, so hoping we don't run in to this issue as well. Maybe we need to wait until the scenarios get updated?
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Re: [Klonan] [2.0.7] Already researched technologies in pvp/mp scenario

Post by Klonan »

Hi,

Thanks for the report,

The trigger techs being unlocked is fixed for the next release

For other issues please make a new bug report
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Re: [Klonan] [2.0.7] Already researched technologies in pvp/mp scenario

Post by pinecoffin »

Awesome, and thank you!
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