Search found 33 matches

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

Go to advanced search