Search found 37 matches

by cogito123
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.
by cogito123
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
by cogito123
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.
by cogito123
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?
by cogito123
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?
by cogito123
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
by cogito123
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 ...
by cogito123
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 ...
by cogito123
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
by cogito123
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 ...
by cogito123
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 ...
by cogito123
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 ...
by cogito123
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
by cogito123
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
by cogito123
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
by cogito123
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 ...
by cogito123
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 ...
by cogito123
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 ...

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