Search found 100 matches

by Oarc
Fri Mar 15, 2019 12:36 am
Forum: Maps and Scenarios
Topic: Multiplayer Individual Starting Spawns Scenario (0.17 Update)
Replies: 31
Views: 29095

Re: Multiplayer Individual Starting Spawns Scenario (0.17 Update)

@SpleT It requires a bit of modification to add the correct starting resources, but yes it should be possible.
I'm working on some changes to make adding bobs/angels easier.
by Oarc
Sat Mar 09, 2019 4:20 pm
Forum: Technical Help
Topic: --map-settings with --start-server-load-scenario
Replies: 0
Views: 513

--map-settings with --start-server-load-scenario

I'm confused why --map-settings doesn't work when launching headless via cmd line using --start-server-load-scenario. --map-gen-settings works fine, but not --map-settings. If I purposefully put an error inside the json file, it fails to load and sees the error. So clearly it's at least parsing the ...
by Oarc
Sun Mar 18, 2018 1:42 pm
Forum: Maps and Scenarios
Topic: Multiplayer Individual Starting Spawns Scenario (0.17 Update)
Replies: 31
Views: 29095

Re: Multiplayer Individual Starting Spawns Scenario

I don't have a good way to spawn natural starting resources at the moment. There's a way to do it using the map gen settings with multiple starting points but they need to be pre-allocated before hand if they are to work. So you can't easily create new spawns while the map is already started if that...
by Oarc
Fri Mar 16, 2018 3:49 pm
Forum: Pending
Topic: [0.16.30] Gui Label maximal_height clipping
Replies: 6
Views: 1934

Re: [0.16.30] Gui Label maximal_height clipping

How do I do a multi-line label? I'm looking at this and can't figure it out: http://lua-api.factorio.com/latest/LuaGuiElement.html I see multi-line for text-boxes but I'm not sure how to do that for a label. (I got pointed to https://forums.factorio.com/viewtopic.php?p=349133#p349133 which says to ...
by Oarc
Thu Mar 15, 2018 10:05 pm
Forum: Pending
Topic: [0.16.30] Gui Label maximal_height clipping
Replies: 6
Views: 1934

[0.16.30] Gui Label maximal_height clipping

I'm not sure if this is a bug, but I couldn't find a note in the recent change logs that mention any changes like this. I used to use maximal_height=10 to have multiple labels arranged vertically closer together. The default spacing between labels is very large. I tried playing with padding and sett...
by Oarc
Mon Dec 18, 2017 5:58 pm
Forum: Duplicates
Topic: [0.16.5] Multiplayer Linux Headless Crash, Custom Scenario
Replies: 1
Views: 696

[0.16.5] Multiplayer Linux Headless Crash, Custom Scenario

Details: V0.16.5 Headless Linux Server Hosting a custom scenario: (https://github.com/Oarcinae/FactorioScenarioMultiplayerSpawn/tree/dev_0.16) No mods otherwise. NOT SURE HOW TO REPRO. The crash report didn't look like it was due to my scenario code? Relevant crash code: 18137.879 Info AppManager.cp...
by Oarc
Sun Dec 17, 2017 6:05 pm
Forum: Modding help
Topic: Share vision between forces?
Replies: 2
Views: 969

Re: Share vision between forces?

Awesome thanks, it works great! I can't believe I didn't see that option before!
by Oarc
Fri Dec 15, 2017 7:15 pm
Forum: Modding help
Topic: Share vision between forces?
Replies: 2
Views: 969

Share vision between forces?

Is there a way so share vision between friendly forces, or any 2 forces in general?

If not, is charting lots of visible area every few ticks for the several forces a bad idea?
by Oarc
Sun Aug 20, 2017 12:09 pm
Forum: Pending
Topic: Desync [0.15.33] I think blueprint related?
Replies: 1
Views: 825

Desync [0.15.33] I think blueprint related?

My server started desync'ing all joining players. I searched the resolved issues but didn't find any desync blueprint related ones. Apologies if this has already been reported. Important Info: Linux headless 64bit, 0.15.33, no mods, but running a custom scenario. Before you throw this into the "...
by Oarc
Mon Aug 07, 2017 5:25 am
Forum: Modding help
Topic: Detect if chunk contains player buildings?
Replies: 0
Views: 420

Detect if chunk contains player buildings?

How do I check of an area of the map contains player buildings? I don't want this to include robots or vehicles. I don't care about tiles either, but I can take it or leave it for tiles. I can do a search for all entities matching the player force, and then check that table for robots/players/vehicl...
by Oarc
Sat Aug 05, 2017 4:02 pm
Forum: Modding help
Topic: Chunk deletion FPS lag? [ Solved ]
Replies: 2
Views: 1235

Re: Chunk deletion FPS lag?

Damn it why is that conversation familiar lol...

Well crap. There goes my idea!

Thanks I guess :)
by Oarc
Sat Aug 05, 2017 3:45 pm
Forum: Modding help
Topic: Chunk deletion FPS lag? [ Solved ]
Replies: 2
Views: 1235

Chunk deletion FPS lag? [ Solved ]

I'm trying to write a scenario that slowly deletes unused map chunks but I'm running into weird FPS lag. The function below is called every 30 ticks, and looks for chunks in the "removal_list". Everything works fine normally, but once this function starts to get called, FPS lag starts to h...
by Oarc
Sun Jul 02, 2017 12:33 pm
Forum: Resolved Problems and Bugs
Topic: [15.26] Desync with scenario
Replies: 8
Views: 2782

Re: [15.26] Desync with scenario

Another player just helped me find the issue and I came here immediately to check on the bug report status to close it. But I see the devs are already on top of it! THANK YOU! Really appreciate you taking the time to check something which is running a custom scenario. And I look forward to that chan...
by Oarc
Sat Jul 01, 2017 7:05 pm
Forum: Resolved Problems and Bugs
Topic: [15.26] Desync with scenario
Replies: 8
Views: 2782

Re: [15.26] Desync with scenario

I have another desync report for this same scenario (I'm the scenario creator): https://www.dropbox.com/s/5ou7fak1rcmsqcj/desync-report.zip?dl=0 It used to load fine, now it immediately desyncs upon the first time I connect to a new map. I did not change anything besides go from V15.23 to V15.26. I ...
by Oarc
Thu May 11, 2017 9:17 pm
Forum: Modding help
Topic: Change dead body / corpse / gravestone timeout?
Replies: 7
Views: 9463

Re: Change dead body / corpse / gravestone timeout?

Dang it... Was hoping it wasn't data. Wanted to modify it in a scenario.

Thanks for the help though!
by Oarc
Thu May 11, 2017 4:51 pm
Forum: Modding help
Topic: Change dead body / corpse / gravestone timeout?
Replies: 7
Views: 9463

Change dead body / corpse / gravestone timeout?

So in 0.15, this was added: "When dying in multiplayer you leave behind a body with your items that slowly degrades." I can't find anything in LuaGame / LuaPlayer / LuaForce to configure the time that it takes before the body disappears. Any help? I'm hoping it's available as a setting for...
by Oarc
Sun May 07, 2017 12:37 pm
Forum: Desyncs with mods
Topic: [0.15.9] Desync - Multiplayer Scenario
Replies: 5
Views: 2297

Re: [0.15.9] Desync - Multiplayer Scenario

Thanks for the tip, I understand what might cause desyncs and have tried to follow the correct use of global for my programming already. However, I now have a large code base and I would like to be able to learn how to investigate a desync by looking at the desync log itself. Can anyone tell me how ...
by Oarc
Sun May 07, 2017 12:48 am
Forum: Desyncs with mods
Topic: [0.15.9] Desync - Multiplayer Scenario
Replies: 5
Views: 2297

Re: [0.15.9] Desync - Multiplayer Scenario

Can you point me to any guides to figure out how to track down and understand desyncs?
I have no problem trying to investigate myself, I just don't know where to start.

Thanks,
Oarc
by Oarc
Sat May 06, 2017 5:23 pm
Forum: Desyncs with mods
Topic: [0.15.9] Desync - Multiplayer Scenario
Replies: 5
Views: 2297

[0.15.9] Desync - Multiplayer Scenario

Here's my logs: https://www.dropbox.com/sh/su1j239zralfyb0/AAB6TIf3q2LTc223HC6RnA0ma?dl=0 (let me know if the link doesn't work) Here's my scenario code: https://github.com/Oarcinae/FactorioScenarioMultiplayerSpawn All players desync'd at once. No idea what the cause is. I realize there's a chance t...

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