Search found 93 matches

by XaLpHa89
Fri Apr 17, 2020 8:25 am
Forum: Not a bug
Topic: [0.18.17] Observation of a player
Replies: 6
Views: 390

Re: [0.18.17] Observation of a player

You can update it in on_tick You can mark it as [SOLVED], the function works very well. local function on_tick( event ) if global.game_stage ~= 'ongoing_game' then return end for supervisor_index, player_index in pairs( table_of_observations ) do local supervisor = game.players[ supervisor_index ] ...
by XaLpHa89
Mon Apr 13, 2020 3:18 am
Forum: Modding help
Topic: [SOLVED][0.18.18] Compatibility with older versions
Replies: 1
Views: 130

[SOLVED][0.18.18] Compatibility with older versions

I am able to start multiple servers with the same scenario. The function "game.reset_time_played()" does not yet exist in 0.17.79. I am looking for a variable (script.version, game.version, global.version) with which I can bridge the function. The only variable I found is _VERSION, this is the Lua v...
by XaLpHa89
Wed Apr 08, 2020 11:33 am
Forum: Not a bug
Topic: [0.18.17] Observation of a player
Replies: 6
Views: 390

Re: [0.18.17] Observation of a player

posila wrote:
Wed Apr 08, 2020 10:15 am
on_player_changed_position even is fired only when player moves from one tile to another
Well, it would have been too nice if it was easy. Then I will build a camera tracking system that will only move the camera when the player threatens to leave the window.
by XaLpHa89
Wed Apr 08, 2020 9:39 am
Forum: Not a bug
Topic: [0.18.17] Observation of a player
Replies: 6
Views: 390

Re: [0.18.17] Observation of a player

If we still had Known issues section I'd put it there. Camera widget just takes sprites the game renderer would render and draws them plainly onto a GUI surface. It doesn't have ability to effects passes, so most visibly lights and night are not properly rendered. I don't know whats up with the jer...
by XaLpHa89
Wed Apr 08, 2020 3:13 am
Forum: Not a bug
Topic: [0.18.17] Observation of a player
Replies: 6
Views: 390

[0.18.17] Observation of a player

I would like to enable players who just want to watch, to use a camera to watch a player who is constantly following the other player. See the screenshot. In the screenshot I noticed two details. First, although the time of day is night, the camera is brightly lit. Second, the position values from t...
by XaLpHa89
Sun Mar 22, 2020 9:22 pm
Forum: Desyncs with mods
Topic: [0.18.15] <unknown-username>
Replies: 2
Views: 306

Re: [0.18.15] <unknown-username>

boskid wrote:
Sun Mar 22, 2020 8:47 pm
Please post log and desync report
desync-report-2020-03-22_14-03-17.zip
by XaLpHa89
Sun Mar 22, 2020 5:43 pm
Forum: Desyncs with mods
Topic: [0.18.15] <unknown-username>
Replies: 2
Views: 306

[0.18.15] <unknown-username>

The screenshot shows the moment when a desync happened. I wonder if the name "<unknown-username>" is a real name or is it a bug? How does the server manage to forget a name?
20200322140235_1.jpg
20200322140235_1.jpg (546.22 KiB) Viewed 306 times
by XaLpHa89
Sun Mar 22, 2020 5:11 pm
Forum: Modding help
Topic: [0.18.15] Randomly waiting for server
Replies: 0
Views: 127

[0.18.15] Randomly waiting for server

As you can see in the screenshot below, I am standing in an empty lobby. The battlefield is not created until at least two players are connected. Now what bothers me, it seems like the server is doing something, roughly every 10 seconds the server wait icon is shown for a few milliseconds. Only I ca...
by XaLpHa89
Sun Mar 15, 2020 10:35 am
Forum: Ideas and Suggestions
Topic: bulk handcrafting
Replies: 40
Views: 2345

Re: [0.18.12] Behavior of handcrafted items

"Nicer" in the sense that it might queue up a thousand things? If you want things queued up so they produce individual recipe products one after the other, you have the option to queue up individual recipe products one after the other. The order should remain grouped. Otherwise, yes, I agree with y...
by XaLpHa89
Sun Mar 15, 2020 10:29 am
Forum: Ideas and Suggestions
Topic: bulk handcrafting
Replies: 40
Views: 2345

Re: [0.18.12] Behavior of handcrafted items

What? If an item stack is ordered with the SHIFT key, all the components required first are created, only then is the main item created. It would be nicer if the processing was done in a different order. Right now: gear, gear, gear ... bottle, bottle, bottle It would be better: gear, bottle, gear, ...
by XaLpHa89
Sun Mar 15, 2020 6:53 am
Forum: Ideas and Suggestions
Topic: bulk handcrafting
Replies: 40
Views: 2345

[0.18.12] Order of handcrafted items

In Factorio is time an important factor? I think many agree. Especially at the beginning, I always have to find that the behavior when building a complete stack by hand is a bit annoying. It would be nice if the crafting of items with SHIFT worked like in the individual creation. Unless there are re...
by XaLpHa89
Thu Mar 05, 2020 11:51 am
Forum: Ideas and Suggestions
Topic: Elapsed time from Rocket Rush
Replies: 1
Views: 153

Elapsed time from Rocket Rush

The scenario is about time, only it is annoying to have to enter the command /time all the time, so it would be nice if the following function is shown in the header. 20200305122230_1.jpg function seconds_to_clock( seconds ) local seconds = tonumber( seconds ) if seconds <= 0 then return '00:00:00' ...
by XaLpHa89
Sun Mar 01, 2020 9:49 am
Forum: Desyncs with mods
Topic: [0.18.9] desync-report-2020-02-28_11-42-20.zip
Replies: 4
Views: 349

Re: [0.18.9] desync-report-2020-02-28_11-42-20.zip

Klonan wrote:
Sat Feb 29, 2020 3:03 pm
Beyond compare
I tested the program and it actually works very well. Only I can not do anything with the differences shown. My guess is that something went wrong when the surface was rebuilt. What does your analysis say?
by XaLpHa89
Sat Feb 29, 2020 12:31 pm
Forum: Desyncs with mods
Topic: [0.18.9] desync-report-2020-02-28_11-42-20.zip
Replies: 4
Views: 349

Re: [0.18.9] desync-report-2020-02-28_11-42-20.zip

comfy scripts and libraries What tools can I use to compare "desynced-level.zip" and "reference-level.zip" in one breath and find the problem? A few minutes earlier, I had changed a file in the folder scenario and then copied it to the folder scenario on the server. I don't know if it's relevant.
by XaLpHa89
Sat Feb 29, 2020 12:11 pm
Forum: Desyncs with mods
Topic: [0.18.9] desync-report-2020-02-28_11-42-20.zip
Replies: 4
Views: 349

[0.18.9] desync-report-2020-02-28_11-42-20.zip

It is not entirely clear to me what caused this desync. A special scenario was running on the server and only I was kicked out.

desync-report-2020-02-28_11-42-20.zip
by XaLpHa89
Thu Feb 27, 2020 9:20 am
Forum: Won't implement
Topic: latency :: LuaPlayer [R]
Replies: 2
Views: 245

Re: latency :: LuaPlayer [R]

Transporting unnecessary data is actually not a good thing. But what about the server side? The server already knows how good the connection is and could include it in the following line. ServerMultiplayerManager.cpp:921: updateTick(26146) received stateChanged peerID(2) oldState(WaitingForCommandTo...
by XaLpHa89
Thu Feb 27, 2020 7:08 am
Forum: Won't implement
Topic: latency :: LuaPlayer [R]
Replies: 2
Views: 245

latency :: LuaPlayer [R]

In order to be able to assess whether a player has problems, it would be nice if there was a parameter latency.

LuaPlayer
latency.png
latency.png (6.68 KiB) Viewed 245 times
by XaLpHa89
Mon Feb 17, 2020 12:49 am
Forum: Modding help
Topic: tank.disable_flashlight()
Replies: 2
Views: 192

Re: tank.disable_flashlight()

A little more information about the function LuaControl.disable_flashlight would be nice.
by XaLpHa89
Sun Feb 16, 2020 10:04 pm
Forum: Modding help
Topic: tank.disable_flashlight()
Replies: 2
Views: 192

tank.disable_flashlight()

I am looking for the following function "tank.disable_flashlight()" or what do I have to do? I can turn a player's light on / off using the following functions.

Code: Select all

player.character.enable_flashlight()
player.character.disable_flashlight()
20200216225803_1.jpg
20200216225803_1.jpg (309.05 KiB) Viewed 192 times
by XaLpHa89
Sun Feb 02, 2020 1:03 am
Forum: Modding help
Topic: Prevent double saves
Replies: 1
Views: 174

Re: Prevent double saves

Because I want to use several containers, there are also several saves, to prevent standard saving, I use the command "chattr +i /opt/factorio/saves/SCENARIO_NAME.zip". Unfortunately, my approach creates some errors. 21.245 Info AppManager.cpp:395: Saving game as /factorio/saves/COMMUNITY_NAME-SCENA...

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