Search found 9 matches

by Puma
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.
by Puma
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...
by Puma
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...
by Puma
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...
by Puma
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...
by Puma
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...
by Puma
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...
by Puma
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...
by Puma
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...

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