Search found 9 matches

by Fisch
Thu Aug 04, 2016 8:14 am
Forum: Mods
Topic: [MOD 0.13] AutoPvP - automated PvP map and forces
Replies: 90
Views: 43926

Re: [MOD 0.13.X] AutoPvP - automated PvP map and forces

> I cannot allow the player moving the center point of the zone : he will be able to move to another zone, close to another player and interacting with the zone preparation of another connecting player. 50 meters is enough to move away from the water. > But I did not understand if you think it's a p...
by Fisch
Thu Aug 04, 2016 7:09 am
Forum: Mods
Topic: [MOD 0.13] AutoPvP - automated PvP map and forces
Replies: 90
Views: 43926

Re: [MOD 0.13.X] AutoPvP - automated PvP map and forces

> rebirth center ressurects you with the stuff you wore when you died. Oh, then there is no problem. > I added some tests to reduce/avoid ore patches overlap. And this algorithm works fine except for the cases when there are a lot of water around. Is it possible to regenerate ores relatively the pos...
by Fisch
Tue Aug 02, 2016 11:23 am
Forum: Mods
Topic: [MOD 0.13] AutoPvP - automated PvP map and forces
Replies: 90
Views: 43926

Re: [MOD 0.13.X] AutoPvP - automated PvP map and forces

I have to say that we have not reached the stage of open conflict so resurrections idea has not been tested. IMHO the death of a player in full uniform throws him back in the progress dramatically and makes a revenge impossible But now I want to pay attention to other balance problems: 1) The starti...
by Fisch
Wed Jul 27, 2016 9:58 pm
Forum: Mods
Topic: [MOD 0.13] AutoPvP - automated PvP map and forces
Replies: 90
Views: 43926

Re: [MOD 0.13.X] AutoPvP - automated PvP map and forces

Much awesome update! Water ponds are very useful, and everything else is logical. Now there is only not enough "spawn cleaning radius" config(50 blocks is not enough imho), to make the players to explore the map and to go in for logistics. Now the network game start will be easy and conven...
by Fisch
Wed Jul 27, 2016 9:32 am
Forum: Mods
Topic: [MOD 0.13] AutoPvP - automated PvP map and forces
Replies: 90
Views: 43926

Re: [MOD 0.13.X] AutoPvP - automated PvP map and forces

3) >for the deposit of ores in the center, that's also factorio generation, not me. I mean here that: is it possible to erase all ores in the every new spawning point before adding starting ore deposits? 5) Modification SpaceBook allows player to change the faction as a result of which he will obtai...
by Fisch
Wed Jul 27, 2016 6:50 am
Forum: Mods
Topic: [MOD 0.13] AutoPvP - automated PvP map and forces
Replies: 90
Views: 43926

Re: [MOD 0.13.X] AutoPvP - automated PvP map and forces

Good day. Multiplayer is now running smoothly. Biters appear quite far away and they do not disturb. There are a few problems at the start: 1) player appears frequently in water 2) resources often appear in water 3) large deposits of core resources appear at the starting point 4) players start close...
by Fisch
Sat Jul 23, 2016 6:33 pm
Forum: Mods
Topic: [MOD 0.13] AutoPvP - automated PvP map and forces
Replies: 90
Views: 43926

Re: [MOD 0.13.X] AutoPvP - automated PvP map and forces

After updating the size of the world began to grow rapidly: file size exceeds 12 megabytes in 30 minutes.
Multiplayer has become very slow...
by Fisch
Fri Jul 22, 2016 5:38 pm
Forum: Mods
Topic: [MOD 0.13] AutoPvP - automated PvP map and forces
Replies: 90
Views: 43926

Re: [MOD 0.13.X] AutoPvP - automated PvP map and forces

Yes, distance of respawn is ok by now. But the aliens have become more aggressive.
Whether it is possible to clear a large area from the aliens?
by Fisch
Wed Jul 20, 2016 9:26 pm
Forum: Mods
Topic: [MOD 0.13] AutoPvP - automated PvP map and forces
Replies: 90
Views: 43926

Re: [MOD 0.13.X] AutoPvP - automated PvP map and forces

Great mod!
Is it possible to increase distance of points of respawn from the center of the map?
I tried to increase the number of chunks from 6 to 24 in the configuration, but the generation of the starting point hangs.

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