Search found 33 matches
- Fri Nov 15, 2024 6:27 pm
- Forum: Releases
- Topic: Version 2.0.19
- Replies: 31
- Views: 10704
Re: Version 2.0.19
Stable release when?
- Thu Nov 14, 2024 9:14 pm
- Forum: Releases
- Topic: Version 2.0.18
- Replies: 22
- Views: 9606
Re: Version 2.0.18
Stable release when?
- Wed Nov 13, 2024 9:10 pm
- Forum: Modding interface requests
- Topic: [2.x] Rich Text img=class.name to support quality flag
- Replies: 3
- Views: 254
Re: [2.x] Rich Text img=class.name to support quality flag
+1, this rich text parameter would be very useful in biter battles scenario
- Wed Nov 13, 2024 8:58 pm
- Forum: Bug Reports
- Topic: [2.0.17] cannot access character inventory of a player that is in remote view
- Replies: 0
- Views: 110
[2.0.17] cannot access character inventory of a player that is in remote view
When player is in remote view, calling function LuaControl::get_inventory(defines.inventory.character_main) for LuaPlayer will return nil. This is the issue, because a lot of GUI functionality implemented in our scenario assumes inventory is always available as long as there is 'character' assigned ...
- Mon Oct 28, 2024 4:23 pm
- Forum: Not a bug
- Topic: [2.0.7] defines.input_action.activate_cut removed?
- Replies: 3
- Views: 183
Re: [2.0.7] defines.input_action.activate_cut removed?
Similarly activate_copy was removed which now regressed how "spectators" that are allied force with other teams in PvP scenarios interact. There was a trick to enable permissions for "activate_copy", but not "copy" input which turned copy tool into measuring tool that y...
- Mon Oct 28, 2024 4:11 pm
- Forum: Assigned
- Topic: [StrangePan] [2.0.11] Unit commands seems not behaving properly.
- Replies: 2
- Views: 252
Re: [2.0.11] Unit commands seems not behaving properly.
Similar issue reported under viewtopic.php?f=7&t=116916&p=623629#p623629
- Fri Oct 25, 2024 6:02 pm
- Forum: Implemented mod requests
- Topic: [2.0.10] Add mechanism to hide surfaces list
- Replies: 3
- Views: 328
Re: [2.0.10] Add mechanism to hide surfaces list
Nice, thanks for quick response
- Fri Oct 25, 2024 4:46 pm
- Forum: Implemented mod requests
- Topic: [2.0.10] Add mechanism to hide surfaces list
- Replies: 3
- Views: 328
[2.0.10] Add mechanism to hide surfaces list
Hi, currently in base 2.0 there is no mechanism to hide surfaces list in remote view or at least I have not found it. There is no use of this list in our scenario and it takes up a lot of space pushing already heavy GUI to the middle of the screen. There is also "jail/gulag" surface expose...
- Wed Oct 23, 2024 4:33 pm
- Forum: Bug Reports
- Topic: [2.0.9] LuaCommandable::set_command fails on next tick for attack command
- Replies: 0
- Views: 214
[2.0.9] LuaCommandable::set_command fails on next tick for attack command
Hi, I created minimal proof of concept of the issue as a scenario code. When biter reaches location with go_to_location and next assigned command is either attack or attack_area the command fails on the next tick. My expectation is that biter would chase player instead. The same code works according...
- Wed May 08, 2024 8:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.107] Nested blueprint books exhaust server memory
- Replies: 7
- Views: 1375
[1.1.107] Nested blueprint books exhaust server memory
The following is a save file taken from a multiplayer session running non modded, vanilla scenario just before server has crashed. It was found that one of players created nested blueprint books that contained entire base which exhausted memory. It allocates 13GB of memory and can take several minut...
- Sat Dec 23, 2023 8:07 am
- Forum: Desyncs with mods
- Topic: [1.1.94] Desync during terrain generation
- Replies: 4
- Views: 1412
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: 1412
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: 1412
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: 1412
[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: 448
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: 2222
[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: 823
[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: 4290
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: 1504
[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: 2884
[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...