@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.
Search found 100 matches
- Fri Mar 15, 2019 12:36 am
- Forum: Maps and Scenarios
- Topic: Multiplayer Individual Starting Spawns Scenario (0.17 Update)
- Replies: 31
- Views: 29095
- Tue Mar 12, 2019 2:26 am
- Forum: Maps and Scenarios
- Topic: Multiplayer Individual Starting Spawns Scenario (0.17 Update)
- Replies: 31
- Views: 29095
Re: Multiplayer Individual Starting Spawns Scenario
Scenario is updated for 0.17.
GitHub here: https://github.com/Oarcinae/FactorioSce ... e/dev_0.17
Some details here: https://www.reddit.com/r/factorio/comme ... _scenario/
GitHub here: https://github.com/Oarcinae/FactorioSce ... e/dev_0.17
Some details here: https://www.reddit.com/r/factorio/comme ... _scenario/
- 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 ...
- 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...
- 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 ...
- 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...
- 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...
- 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!
- 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?
If not, is charting lots of visible area every few ticks for the several forces a bad idea?
- 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 "...
- 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...
- 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
Well crap. There goes my idea!
Thanks I guess
- 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...
- 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...
- 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 ...
- 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!
Thanks for the help though!
- 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...
- 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 ...
- 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
I have no problem trying to investigate myself, I just don't know where to start.
Thanks,
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...