Search found 9 matches
- Sat Apr 07, 2018 11:41 pm
- Forum: Resource Spawner Overhaul
- Topic: Headless server configuration
- Replies: 4
- Views: 3357
Re: Headless server configuration
Not an ideal solution, but under the circumstances I'll take it.
- Sat Apr 07, 2018 2:36 pm
- Forum: Resource Spawner Overhaul
- Topic: Headless server configuration
- Replies: 4
- Views: 3357
Headless server configuration
Since the resource spawning is completely broken in the current version I have no choice but to resort to modding if I wish to make the game playable. But I have ran into an issue. How does one go about configuring the settings for this mod on the headless server, when there is no menu or UI? Is the...
- Fri Apr 06, 2018 6:42 pm
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 103808
Re: 0.16 Map generation Feedback
So now that the 0.16 is no longer experimental, I'm also going to give feedback on the resource generation. It sucks... and blows... at the same time... and no, those don't cancel each other out. First I played a game with the standard "rail world" settings. And there was 12 million iron r...
- Thu Apr 05, 2018 3:46 pm
- Forum: Modding help
- Topic: Failing to edit player force
- Replies: 13
- Views: 3108
Re: Failing to edit player force
Edit: I changed the version in info.json to "0.16". And now it prints the debugging lines. Thanks. I failed to understand what that field means. I taught it was "minimum required version". So version update of the game "breaks" all mods? Edit2: Everything works perfectl...
- Thu Apr 05, 2018 10:31 am
- Forum: Modding help
- Topic: Failing to edit player force
- Replies: 13
- Views: 3108
Re: Failing to edit player force
eradicator, no, you don't understand. I'm running the headless server. There is no menu. Only the console output. That's why I was asking about the console debugging earlier. And also I'm trying to get this to happen ideally during map creation. Before the server starts. So the mod doesn't need to s...
- Thu Apr 05, 2018 9:55 am
- Forum: Modding help
- Topic: Failing to edit player force
- Replies: 13
- Views: 3108
Re: Failing to edit player force
Thanks. That helped. Now I'm under the impression that my mod simply isn't being run at all. And I don't understand why. In my /mods/ directory I have the following entries: CraftNerf90_1.0.0/ mod-list.json The mod-list.json contains the following: { "mods": [ { "name": "bas...
- Thu Apr 05, 2018 8:01 am
- Forum: Modding help
- Topic: Failing to edit player force
- Replies: 13
- Views: 3108
Re: Failing to edit player force
My current iteration of control.lua looks like this script.on_event({defines.events.on_tick}, function(e) if e.tick == 1 then game.forces["player"].manual_crafting_speed_modifier = -0.9 end end) I was thingking that maybe it would work if the code got called after map creation. Maybe the c...
- Wed Apr 04, 2018 11:44 pm
- Forum: Modding help
- Topic: Failing to edit player force
- Replies: 13
- Views: 3108
Re: Failing to edit player force
I think that's a multiplicative modifier and thus negative values are invalid. You can't have a crafting time of "minus one second". If you want to make crafting ten times slower try 0.1 instead. No, you misunderstood. The default value of manual_crafting_speed_modifier is zero. And I can...
- Wed Apr 04, 2018 5:05 pm
- Forum: Modding help
- Topic: Failing to edit player force
- Replies: 13
- Views: 3108
Failing to edit player force
What I'm trying to do is essetially the following during map creation on a headless server. game.forces["player"].manual_crafting_speed_modifier=-0.9 I can get the mod I made to load without error, but it doesn't do what I want it to do. The "player" force manual_crafting_speed_m...