Search found 23 matches
- Wed Nov 13, 2019 1:43 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [0.17.76] pvp import adds instead of overwriting
- Replies: 1
- Views: 2095
[Klonan] [0.17.76] pvp import adds instead of overwriting
in the PvP scenario there appears to be a bug in the import function... it seems to be essentially adding to equipment_list instead of overwriting it. In this example I add piercing ammo, remove regular ammo, export, copy, import, paste, and the regular ammo reappears: https://giant.gfycat.com/Denta...
- Sun Nov 03, 2019 4:28 am
- Forum: Not a bug
- Topic: [Rseding] [0.17.74] missing corpse from on_post_entity_died
- Replies: 1
- Views: 907
[Rseding] [0.17.74] missing corpse from on_post_entity_died
So I'm editing the pvp.lua scenario and responding to an on_post_entity_died event. Specifically I'm trying to use it to look at the corpse of a player after they have died. However, event.corpses is empty (i.e. `{}`) even when a corpse has clearly been created. Here is my testing code inside on_pos...
- Thu Sep 19, 2019 1:35 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404222
Re: Bugs & FAQ
While playing the Sea Block Pack I ran into these two "unknown key" bugs related to used electrolyser electrodes. So I disabled all mods except Angel's Petro Chemical Processing and its dependency, Angel's Refining. The bug still appears: https://i.imgur.com/hvPtSHr.png https://i.imgur.com...
- Tue May 15, 2018 2:12 am
- Forum: Implemented Suggestions
- Topic: Lua map view R/W
- Replies: 3
- Views: 2422
Re: Lua map view R/W
This would be pretty helpful, especially as we do livestreams of pvp events on Twitch where our shoutcasters are in spectator mode. Them being able to push a button and have their map view go to the action would improve the quality of the broadcast.
- Fri May 11, 2018 4:46 pm
- Forum: Ideas and Suggestions
- Topic: Cross-version server browser
- Replies: 6
- Views: 3294
Cross-version server browser
Suggestion: Make the in-game public server browser show games from all versions of Factorio. We run our PvP scenario server on the latest experimental version of the game, as there are often necessary bug fixes not found in the stable branch and habitual users seem to prefer experimental. Yet we hav...
- Thu May 10, 2018 11:22 pm
- Forum: Ideas and Suggestions
- Topic: Realtime Clock
- Replies: 1
- Views: 1307
Realtime Clock
Is there still hope for there to be a way to access a real time clock through lua? We run a 24/7 Factorio PvP server and we would like to be able to have a new match automatically start at a certain time every evening without restarting the server. I ask because I saw this in an old thread: Mod can'...
- Wed Apr 25, 2018 7:50 pm
- Forum: Not a bug
- Topic: [0.16.37] Neutral chests can't be fast replaced
- Replies: 4
- Views: 6700
[0.16.37] Neutral chests can't be fast replaced
Not sure if this is properly a bug or just a missing feature, but currently you can not fast replace a neutral chest in the pvp scenario. For example, when you want to upgrade all of your steel chests to passive provider chests once you have roboports. In the PvP scenario, a very useful option is th...
- Sun Mar 11, 2018 3:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.28*][Oxyd] spam blueprints to reveal enemy land mines
- Replies: 4
- Views: 3728
Re:[16.28*][Oxyd] spam blueprints to reveal enemy land mines
Fun how this only works with rails and not other entities. In any case, fixed in 0.16.23. [0.16.28] We did a pvp match yesterday and people were using rocket silo blueprints to do the same thing. Others said they were able to use other kinds of blueprints but I'm not sure what they were composed of.
- Mon Feb 12, 2018 4:11 pm
- Forum: Releases
- Topic: Version 0.16.23
- Replies: 11
- Views: 14299
Re: Version 0.16.23
Removed 'starting inventory' PvP option, as starting chests are a more proper solution. Uuuuuh damnit!!! Was there anything wrong with this feature? Nothing? (I see that open pvp servers usually prefer starting chests, but private games go the other way.) I feel that the functionality just overlapp...
- Sun Feb 04, 2018 10:15 am
- Forum: Resolved Problems and Bugs
- Topic: [16.28*][Oxyd] spam blueprints to reveal enemy land mines
- Replies: 4
- Views: 3728
[16.28*][Oxyd] spam blueprints to reveal enemy land mines
By playing the PvP scenario, we discovered that enemy land mines can be detected by spamming a repeating blueprint, say a 20 by 20 grid of solid rails. Wherever a rail ghost does not appear is the location of an enemy mine. Also, you don't even need to place the blueprint if you just want to tempora...
- Sat Feb 03, 2018 4:55 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1049425
Re: Factorio Roadmap for 0.16+
Guys, if you want more stuff to do after you have played through the single player experience, join a PvP server. It really changes how you play the game. You have very different priorities and there are various different kinds of pvp modes that each have their own experience along with a host of se...
- Thu Feb 01, 2018 11:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.20] Crash in PvP scenario
- Replies: 2
- Views: 2845
Re: [0.16.20] Crash in PvP scenario
WIZ4, do you play PvP much? We are trying to get a PvP community going at 3ra (3ragaming.com/discord). We have a PvP server that is up 24/7 that you can find in the browser list by searching 3ra.
- Fri Jan 26, 2018 11:59 pm
- Forum: Implemented Suggestions
- Topic: players online
- Replies: 5
- Views: 2376
Re: players online
Chocolatetthunder is talking about when you have so many players (like 30+) that the first line that says how many total players are online scrolls off the screen. If this number was at the bottom then you would see it no matter how many players there are.
edit: using /p o c also works, thanks!
edit: using /p o c also works, thanks!
- Fri Feb 03, 2017 2:09 am
- Forum: Ideas and Suggestions
- Topic: Disable ability to view debug mode
- Replies: 5
- Views: 2597
Re: Disable ability to view debug mode
I figure the devs have always had a plan at some point to limit debug mode for final release and just keep it in until then. The thing is that if people really want to get into PvP that it is holding that up.
- Wed Feb 01, 2017 10:17 pm
- Forum: Ideas and Suggestions
- Topic: Disable ability to view debug mode
- Replies: 5
- Views: 2597
Disable ability to view debug mode
We are running a team PvP server and would like to be able to disable the ability for players to turn on debug modes. It gives players information about the enemy team that they would otherwise not have access to, particularly pollution in unexplored areas which gives away enemy locations. On the fl...
- Thu Dec 15, 2016 2:17 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod to view other players (like we can with trains)
- Replies: 7
- Views: 3185
Re: Mod to view other players (like we can with trains)
Disabling regular spectating will likely be a bit more complex. Thanks, I'm gonna dive into it and see what I can do. Also, is there a list somewhere of all the changes to vanilla that 3Ra-Enhanced-Vanilla makes? I looked at the README.md and it was kinda vague. I want to incorporate it into my cur...
- Wed Dec 14, 2016 11:29 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod to view other players (like we can with trains)
- Replies: 7
- Views: 3185
Re: Mod to view other players (like we can with trains)
Take a look at our scenario, https://github.com/3RaGaming/3Ra-Enhanced-Vanilla. Within our admin GUI is a follow panel, along with other spectate options. Wow, that turned out to have just what I wanted. Thanks. I give out admin privileges pretty liberally on my server to anyone that shows that the...
- Tue Dec 13, 2016 3:02 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod to view other players (like we can with trains)
- Replies: 7
- Views: 3185
Mod to view other players (like we can with trains)
As an admin on a large multiplayer map, it would be nice to be able to check in on other players to see what they are doing, especially when it comes to handling griefers. I know that changing the camera is possible, but I especially like the idea of just having a preview window like we currently ha...
- Tue Nov 29, 2016 11:34 am
- Forum: Ideas and Suggestions
- Topic: Headless server command-line pause
- Replies: 1
- Views: 2909
Headless server command-line pause
Please add the ability to pause and unpause the game from the headless command line. I used goofy183's excellent guide to set up a headless server. The server runs 24/7 and is meant to be a long-term game. In order to help deal with griefers, I promote proven good-faith players to admin and tell the...
- Mon Nov 28, 2016 7:39 pm
- Forum: Implemented Suggestions
- Topic: Global blacklist
- Replies: 11
- Views: 5779
Re: Global blacklist
This would be very useful, especially the ability to autokick anyone with X number of server bans on the matching service.