Search found 114 matches

by ZwerOxotnik
Fri Dec 15, 2023 11:28 am
Forum: Multiplayer
Topic: 2 player Wave Defense Factorio Scenario/mod
Replies: 2
Views: 846

Re: 2 player Wave Defense Factorio Scenario/mod

There are many such mods, scenarios. https://mods.factorio.com/mod/m-towerdefense https://mods.factorio.com/mod/JailBreak https://mods.factorio.com/mod/team_competition https://mods.factorio.com/mod/BiterCraft (it's wave defense too) https://mods.factorio.com/mod/td-mode (not really playable in some...
by ZwerOxotnik
Tue Sep 26, 2023 8:11 pm
Forum: Pending
Topic: [1.1.87] Crash on saving after: "BlueprintShelf.cpp:724: Saving blueprint storage."
Replies: 2
Views: 551

Re: [1.1.87] Crash on saving after: "BlueprintShelf.cpp:724: Saving blueprint storage."

boskid wrote: ↑
Tue Sep 26, 2023 12:23 pm
Do you have any reproduction steps for this issue?
Nope.
by ZwerOxotnik
Thu Aug 17, 2023 9:23 am
Forum: Modding interface requests
Topic: Event for trying to place a blueprint.
Replies: 3
Views: 1604

Re: Event for trying to place a blueprint.

I have performance issues with on_built_entity and on_pre_build in multiplayer. set_event_filter isn't solution because my filters are too big, and some mods/scenarios don't need filters and blueprints can cause too many events for short time. I don't know any way to limit blueprints partially excep...
by ZwerOxotnik
Fri Aug 11, 2023 8:19 am
Forum: Pending
Topic: [1.1.87] Crash on saving after: "BlueprintShelf.cpp:724: Saving blueprint storage."
Replies: 2
Views: 551

[1.1.87] Crash on saving after: "BlueprintShelf.cpp:724: Saving blueprint storage."

I saved a game on a server, the game crashed for me during/after saving.

(I loaded the save without any issues after that
by ZwerOxotnik
Tue Nov 08, 2022 5:41 pm
Forum: Not a bug
Topic: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
Replies: 14
Views: 1756

Re: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init

Welp, I hope I understand it properly now, otherwise I'll write about it here again.
by ZwerOxotnik
Tue Nov 08, 2022 5:21 pm
Forum: Not a bug
Topic: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
Replies: 14
Views: 1756

Re: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init

Sure, I mean this is a more specific case from the individual mod perspective, because the mod didn't change actually for itself since script.on_init happened for the mod already in the same situation. (I don't want to remove the data for other mods/scenarios)
by ZwerOxotnik
Tue Nov 08, 2022 11:09 am
Forum: Not a bug
Topic: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
Replies: 14
Views: 1756

Re: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init

Why is it allowed to happen on_configuration_changed after on_init for the same mod?
by ZwerOxotnik
Tue Nov 08, 2022 10:51 am
Forum: Not a bug
Topic: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
Replies: 14
Views: 1756

Re: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init

Never mind, the mod data were changed on on_configuration_changed event, but commands were added already. Case closed, probably.
by ZwerOxotnik
Tue Nov 08, 2022 10:20 am
Forum: Not a bug
Topic: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
Replies: 14
Views: 1756

Re: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init

Hm, it seems like something is wrong with useful_book's data, but I'm not sure how it happened. I'll recheck it again later.
by ZwerOxotnik
Tue Nov 08, 2022 10:08 am
Forum: Not a bug
Topic: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
Replies: 14
Views: 1756

Re: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init

Never mind, it did happen, I'm kinda confused even more because I did the same action, and it worked fine in singleplayer. 1. That server disabled useful_book_0.20.3 2. Saved it 3. Loaded it 4. Saved it 5. Enabled useful_book_0.20.3 6. Loaded it 7. Other players can't join now because of the error f...
by ZwerOxotnik
Tue Nov 08, 2022 9:52 am
Forum: Not a bug
Topic: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
Replies: 14
Views: 1756

Re: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init

Alright, I have no idea what had been happening. I'll let you know if the case will occur yet again.
by ZwerOxotnik
Tue Nov 08, 2022 9:28 am
Forum: Not a bug
Topic: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
Replies: 14
Views: 1756

Re: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init

Do clients check commands before script.on_load? The server saved the world and loaded it, and it works fine now.
by ZwerOxotnik
Tue Nov 08, 2022 9:24 am
Forum: Not a bug
Topic: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
Replies: 14
Views: 1756

Re: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init

This is mine, multiplayer (not re-registered the commands) -> singleplayer (fine) + saved -> loaded the save (fine)
factorio-current-ZwerOxotnik.log
(43.81 KiB) Downloaded 59 times
by ZwerOxotnik
Tue Nov 08, 2022 9:11 am
Forum: Not a bug
Topic: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
Replies: 14
Views: 1756

Re: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init

You're right. However, I'm getting more and more confused. 30.985 Error ClientMultiplayerManager.cpp:1198: useful_book was registered for the following commands when the map was saved but has not re-registered them as a result of loading: candran and tl 30.985 Error ClientMultiplayerManager.cpp:99: ...
by ZwerOxotnik
Tue Nov 08, 2022 6:55 am
Forum: Not a bug
Topic: [1.1.70] commands.add_command does nothing during script.on_load and script.on_init
Replies: 14
Views: 1756

[1.1.70] commands.add_command does nothing during script.on_load and script.on_init

Expected: New commands during/after script.on_init and script.on_load using commands.add_command Code: function add_commands() commands.add_command("test", 'test', function() game.print("test") end) end script.on_init(add_command) script.on_load(add_command) Steps to reproduce: ...
by ZwerOxotnik
Mon Jun 20, 2022 5:20 pm
Forum: Not a bug
Topic: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
Replies: 6
Views: 1628

Re: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"

Well, I always thought when a player with a character respawns, then the one has a corpse in most cases, so it's another case that I didn't count.

So, I have to make a little fix with LuaRendering to avoid visual bugs because of my assumption in some events.
Image
by ZwerOxotnik
Mon Jun 20, 2022 4:29 pm
Forum: Not a bug
Topic: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
Replies: 6
Views: 1628

Re: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"

:)

Code: Select all

/c game.player.character.die() game.player.ticks_to_respawn = nil game.player.ticks_to_respawn = 10
Anyway, it doesn't seem to be important, but I guess it's possible to create unintentionally a character in events by mods in some cases.
by ZwerOxotnik
Sun Jun 19, 2022 4:10 am
Forum: Not a bug
Topic: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
Replies: 6
Views: 1628

Re: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"

Thanks for the report however how it is working is how it is meant to work. The respawn time is on the character prototype: https://wiki.factorio.com/Prototype/Character#respawn_time and is not adjustable runtime. Well, I wonder about the interaction still. It seems like LuaPlayer.ticks_to_respawn ...

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