[Oxyd] No Rocket count / Victory Screen in MP After Rocket

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StoneLegion
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[Oxyd] No Rocket count / Victory Screen in MP After Rocket

Post by StoneLegion »

So when you Launch a Rocket at least using Forces in MP there seems to be no count or victory screen. I was quite sadden to not get my first rocket counted.

I made a video showing it:
https://www.youtube.com/watch?v=9jlDG5DCfGY

Mods:
http://stonelegion.com/kane/factorio_mods4.zip

Save:
http://stonelegion.com/kane/launch_ready.zip

Command I use to split forces:
/c local pforces = {}; for _, player in ipairs(game.players) do local fname = "player_" .. player.name; local force = game.forces[fname] or game.create_force(fname); player.force = force; for _, pforce in ipairs(pforces) do pforce.set_cease_fire(force.name, true); force.set_cease_fire(pforce.name, true) end; pforces[#pforces+1] = force end
Oxyd
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Re: [Oxyd] No Rocket count / Victory Screen in MP After Rocket

Post by Oxyd »

It is actually control.lua that shows the victory screen, and control.lua is missing from your save.

The likely reason it's missing is that --create wouldn't put any control.lua into the created save. (This also explains why people would spawn without initial inventory – that is also done in control.lua). I've fixed that for 0.12.9: --create will use the freeplay control.lua in the new saves.

This obviously won't affect existing saves. If you want to fix your existing save, you can unpack it, copy the contents of data/base/scenarios/freeplay into the unpacked save, and zip the save again. You don't have to wait for .9 to do this fix. :)
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StoneLegion
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Re: [Oxyd] No Rocket count / Victory Screen in MP After Rocket

Post by StoneLegion »

Oxyd wrote:It is actually control.lua that shows the victory screen, and control.lua is missing from your save.

The likely reason it's missing is that --create wouldn't put any control.lua into the created save. (This also explains why people would spawn without initial inventory – that is also done in control.lua). I've fixed that for 0.12.9: --create will use the freeplay control.lua in the new saves.

This obviously won't affect existing saves. If you want to fix your existing save, you can unpack it, copy the contents of data/base/scenarios/freeplay into the unpacked save, and zip the save again. You don't have to wait for .9 to do this fix. :)
Thank you for this information. I learned a lot here. I always ended up creating a scenario because we had multiple bases for MP.

Thanks again.
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