Search found 23 matches

by cogito123
Sat Dec 23, 2023 8:07 am
Forum: Desyncs with mods
Topic: [1.1.94] Desync during terrain generation
Replies: 4
Views: 890

Re: [1.1.94] Desync during terrain generation

Same situation different player
by cogito123
Sat Dec 16, 2023 9:01 am
Forum: Desyncs with mods
Topic: [1.1.94] Desync during terrain generation
Replies: 4
Views: 890

Re: [1.1.94] Desync during terrain generation

Desynced again on 1.1.100 in the same situation
by cogito123
Sat Nov 18, 2023 2:48 pm
Forum: Desyncs with mods
Topic: [1.1.94] Desync during terrain generation
Replies: 4
Views: 890

Re: [1.1.94] Desync during terrain generation

We're only playing on stable version. It will take a while for server to move to new version and then some time to catch the desync if still exists, but I'll remember to give you a feedback
by cogito123
Sat Nov 11, 2023 11:37 am
Forum: Desyncs with mods
Topic: [1.1.94] Desync during terrain generation
Replies: 4
Views: 890

[1.1.94] Desync during terrain generation

Hi, this desync report was generated while reloading surface in bitter battles soft scenario. By reloading I mean that new surface is created, all players are teleported there and old surface is deleted. Shortly (2s-5s) after players are teleported and chunks start generating, extremely rare desync ...
by cogito123
Tue Oct 31, 2023 5:28 pm
Forum: Modding interface requests
Topic: Add LuaEntity::unit_health_bonus modifier
Replies: 0
Views: 274

Add LuaEntity::unit_health_bonus modifier

TL;DR Add unit_health_bonus modifier to unit entities, similar to LuaControler::character_health_bonus What ? The unit_health_bonus modifier multiplies biters health and by default is set to float 1.0 (no effect) Why ? In biter battles scenario, we implement "boss" mechanics. At the momen...
by cogito123
Mon Jun 29, 2020 11:30 am
Forum: Already exists
Topic: [server] scenario save refresh
Replies: 3
Views: 1996

[server] scenario save refresh

I didn't really found an option to do this in factorio binary, but I would like to request feature that would allow refreshing existing save. Right now, if server runs for few hours, people that connect need to catch up and as I understand they simulate everything that there was done in single sessi...
by cogito123
Thu Jan 23, 2020 4:03 pm
Forum: Not a bug
Topic: [0.18.x] No API to spawn particles
Replies: 1
Views: 686

[0.18.x] No API to spawn particles

Hi,

I made a thread in modding help, but I got no reply regarding new API to spawn particles for 2 days. We think it's a bug, that you cannot make particles using LuaSurface::create_trivial_smoke.

Thread in the question: viewtopic.php?f=25&t=80255
by cogito123
Wed Jan 22, 2020 5:46 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.18.0] surface.min_brightness issue
Replies: 6
Views: 3776

Re: [posila] [0.18.0] surface.min_brightness issue

Hi,

That's also an issue in my scenario. Having surface as dark as possible during the night was part of a game. What's this "LUT" thingy and how can I use it, in scenario code?
by cogito123
Tue Jan 21, 2020 4:58 pm
Forum: Implemented mod requests
Topic: [0.18.x] New API to spawn particles
Replies: 2
Views: 1306

[0.18.x] New API to spawn particles

Hi,

As the particles are not entities anymore how can I create them using 0.18 API? I tried using LuaSurface::create_trivial_smoke, but particle names were not recognized.
by cogito123
Sat Jan 18, 2020 6:44 pm
Forum: Modding help
Topic: [0.17.x] LuaRendering:draw_polygon vertices order
Replies: 9
Views: 2467

[0.17.x] LuaRendering:draw_polygon vertices order

Hi, In which order do I have to pass vertices into draw_polygon to make it not look like 1 big mess? I already tried passing them as clockwise, counter clockwise, but none of them seem to give visually appealing result. I mean, it works ok for triangles, but that's not what this function is about if...
by cogito123
Thu Dec 26, 2019 8:00 pm
Forum: Modding help
Topic: [0.17.x][Scenario] map_gen_settings.autoplace_settings doesn't work with most of the entities
Replies: 0
Views: 562

[0.17.x][Scenario] map_gen_settings.autoplace_settings doesn't work with most of the entities

Hi, I'm creating a new surface and I want to specify additional things to spawn, like gun turrets. local map = { default_enable_all_autoplace_controls = false, autoplace_settings={ entity = { settings = { ["gun-turret"] = { frequency = 10, size = 10, richness = 10 } } } } } game.create_sur...
by cogito123
Sun Aug 18, 2019 2:35 pm
Forum: Modding help
Topic: [0.17.66] LuaControl:shooting_state bugged interface
Replies: 2
Views: 871

[0.17.66] LuaControl:shooting_state bugged interface

Hi, I'm writing a complex scenario where LuaEntity with a "character" type tracks enemies on their own and tries to kills them. The scenario also assumes that "character" type can also destroy building such as walls. The problem is that after I search for enemies using LuaSurface...
by cogito123
Wed Jul 17, 2019 6:24 pm
Forum: Modding help
Topic: [0.17.x][scenario] Extend LuaPlayer instance
Replies: 2
Views: 779

[0.17.x][scenario] Extend LuaPlayer instance

Hi, I got for example: local p = game.players[1] Now, I can access properties such as 'force', 'name' and so on. My question is, why I can't assign more properties into this instance? I would like to do something like: local p = game.players[1] p["my_local_variable"] = 123 If my understand...
by cogito123
Tue Jul 16, 2019 3:35 pm
Forum: Not a bug
Topic: [0.17.57] LuaStyle::horizontal_align does nothing for label
Replies: 1
Views: 751

[0.17.57] LuaStyle::horizontal_align does nothing for label

Hi,

The LuaStyle::horizontal_align seems to have no effect on label type of widget. Even if I set it to "center" I still require to add padding manually to center the text.
Label widget is a child of frame element if that helps.
by cogito123
Tue Jun 11, 2019 6:02 pm
Forum: Not a bug
Topic: [0.17.x] Repeated "shoot select" lag
Replies: 3
Views: 1898

Re: [0.17.x] Repeated "shoot select" lag

Loewchen wrote: ↑
Tue Jun 11, 2019 5:54 pm
That is just caused by leaving latency hiding when shooting. NaB.
I disagree as I very rarely experience lag in factorio multiplayer, this bug is consistent and isn't caused by my ping.
by cogito123
Tue Jun 11, 2019 5:54 pm
Forum: Won't fix.
Topic: [0.17.x] Character entity holds weapon, even if weapon tab is empty [Visual bug]
Replies: 1
Views: 946

[0.17.x] Character entity holds weapon, even if weapon tab is empty [Visual bug]

Hi,

When you shot at something and you quickly empty your inventory from any weapon, character assigned to player still runs with weapon in his hand.
Video demonstrating the issue:
https://www.youtube.com/watch?v=Ctg5UVxMRiM
by cogito123
Tue Jun 11, 2019 5:40 pm
Forum: Not a bug
Topic: [0.17.x] Repeated "shoot select" lag
Replies: 3
Views: 1898

[0.17.x] Repeated "shoot select" lag

Hi, since I remember there was always this kind of weird lagging, when player tries to draw weapon using default C key "Shoot select". When you hit it repeatedly it teleports you 2 meters back. When you press it and hold it for a second, then release it - you get "lag boosted", b...
by cogito123
Fri May 24, 2019 4:31 pm
Forum: Not a bug
Topic: [0.17.42] Data race in LuaGameScript::create_surface
Replies: 6
Views: 2211

Re: [0.17.42] Data race in LuaGameScript::create_surface

Thanks for the report however I can't reproduce what you're describing. The code snip you have in your original post isn't even valid Factorio Lua since you can't use game outside of an event. Additionally you will never get a surface_created event where the surface_index is invalid. If you get the...
by cogito123
Thu May 23, 2019 3:54 pm
Forum: Not a bug
Topic: [0.17.42] Data race in LuaGameScript::create_surface
Replies: 6
Views: 2211

Re: [0.17.42] Data race in LuaGameScript::create_surface

Fair enough, bad ordering in the internal code then, or insufficient documentation (regarding when a surface is actually "created"). If I receive event on_surface_created I expect surface object to be fully initialized, if it's not, then what's the point of this event if I can't do anythi...
by cogito123
Wed May 22, 2019 6:09 pm
Forum: Not a bug
Topic: [0.17.42] Data race in LuaGameScript::create_surface
Replies: 6
Views: 2211

[0.17.42] Data race in LuaGameScript::create_surface

Hi, Snippet that roughly demonstrates the problem: 1. local surface = game.surfaces[1] 2. local map_settings = surface.map_gen_settings 3. local new_surface = game.create_surface("test", map_settings) ... 4. script.on_event(defines.events.on_surface_created, function(event) 5. if event.sur...

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