Search found 37 matches
- Sat Feb 01, 2025 10:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.9] LuaCommandable::set_command fails on next tick for attack command
- Replies: 3
- Views: 750
- Sun Jan 26, 2025 3:15 pm
- Forum: Modding interface requests
- Topic: Add LuaEntity::unit_health_bonus modifier
- Replies: 3
- Views: 775
Re: Add LuaEntity::unit_health_bonus modifier
OK I see. How about more realistic approach with such modifier per force? In that way, you can have thousands of biters share single value. If you want to create a special unit, you assign it to specific force.
- Sun Jan 26, 2025 11:40 am
- Forum: Modding interface requests
- Topic: Add LuaEntity::unit_health_bonus modifier
- Replies: 3
- Views: 775
Re: Add LuaEntity::unit_health_bonus modifier
bump, as still relevant
- Wed Dec 04, 2024 8:18 pm
- Forum: Not a bug
- Topic: [2.0.17] cannot access character inventory of a player that is in remote view
- Replies: 1
- Views: 393
Re: [2.0.17] cannot access character inventory of a player that is in remote view
I found that you can just do instead: game.player.character.get_inventory(...) while in remote view.
So this isn't a bug to me anymore.
So this isn't a bug to me anymore.
- Fri Nov 15, 2024 6:27 pm
- Forum: Releases
- Topic: Version 2.0.19
- Replies: 31
- Views: 14919
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: 13564
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: 570
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: Not a bug
- Topic: [2.0.17] cannot access character inventory of a player that is in remote view
- Replies: 1
- Views: 393
[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: 382
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 you could use to count entities ...
- Mon Oct 28, 2024 4:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan] [2.0.11] Unit commands seems not behaving properly.
- Replies: 4
- Views: 1297
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: 5
- Views: 864
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: 5
- Views: 864
[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 exposed which ...
- Wed Oct 23, 2024 4:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.9] LuaCommandable::set_command fails on next tick for attack command
- Replies: 3
- Views: 750
[StrangePan][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: 1806
[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 ...
- Sat Dec 23, 2023 8:07 am
- Forum: Desyncs with mods
- Topic: [1.1.94] Desync during terrain generation
- Replies: 4
- Views: 1836
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: 1836
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: 1836
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: 1836
[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: 3
- Views: 775
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 moment a ...
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 moment a ...
- Mon Jun 29, 2020 11:30 am
- Forum: Already exists
- Topic: [server] scenario save refresh
- Replies: 3
- Views: 2496
[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 ...