Search found 23 matches
- 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
- 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
- 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
- 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 ...
- 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...
- 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...
- 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
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
- 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?
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?
- 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.
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.
- 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...
- 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...
- 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...
- 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...
- 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.
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.
- Tue Jun 11, 2019 6:02 pm
- Forum: Not a bug
- Topic: [0.17.x] Repeated "shoot select" lag
- Replies: 3
- Views: 1898
- 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
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
- 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...
- 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...
- 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...
- 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...