Search found 1651 matches
- Fri Mar 08, 2024 3:06 pm
- Forum: Questions, reviews and ratings
- Topic: Multiplayer: Need a mod that creates corpse on player leave
- Replies: 16
- Views: 1008
Re: Multiplayer: Need a mod that creates corpse on player leave
To me its not important if a returning player gets back the items automatically, which are still on their corpse. To me its only important that they are preserved for the team, which means, that they are taken from them, when they leave and are put back into the game world and that the team somehow...
- Fri Mar 08, 2024 2:58 pm
- Forum: Questions, reviews and ratings
- Topic: Multiplayer: Need a mod that creates corpse on player leave
- Replies: 16
- Views: 1008
Re: Multiplayer: Need a mod that creates corpse on player leave
Are you aware of the vanilla /open PlayerName command? It allows admins to open the inventory of any player, including offline players. It's what I use whenever someone leaves my multiplayer game with something important in their inventory. I wasn't aware that this command would also work for offli...
- Fri Mar 08, 2024 2:35 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 508415
Re: Simple Questions and Short Answers
Quick question about multiplayer games, since I currently have no way to test this myself: Suppose a player is leaving the game (no mods), will the player-character remain in the world, or will it be removed and recreated next time the player joins the game? The character gets stashed and is no lon...
- Fri Mar 08, 2024 1:25 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 508415
Re: Simple Questions and Short Answers
Quick question about multiplayer games, since I currently have no way to test this myself: Suppose a player is leaving the game (no mods), will the player-character remain in the world, or will it be removed and recreated next time the player joins the game? Are you aware of any mods that change the...
- Wed Mar 06, 2024 12:38 pm
- Forum: Questions, reviews and ratings
- Topic: Multiplayer: Need a mod that creates corpse on player leave
- Replies: 16
- Views: 1008
Re: Multiplayer: Need a mod that creates corpse on player leave
… if I were to join a multiplayer server where every time I logged out after playing for a few hours all my gear and stuff was left on the ground somewhere, that would actually make me not want to play on that server anymore and just leave for good. :/ I feel like this would be unnecessarily punish...
- Tue Mar 05, 2024 10:32 am
- Forum: Questions, reviews and ratings
- Topic: Multiplayer: Need a mod that creates corpse on player leave
- Replies: 16
- Views: 1008
Re: Multiplayer: Need a mod that creates corpse on player leave
I could add a kind of secret treasure map that would chart a chunk with a player corpse and tag the location in map view. This would make it easier to find hidden corpses, and it would give a further incentive to hunt for maps. :-) Putting all corpses in the 0,0 chunk would definitely prevent playe...
- Sat Mar 02, 2024 2:27 pm
- Forum: Questions, reviews and ratings
- Topic: Multiplayer: Need a mod that creates corpse on player leave
- Replies: 16
- Views: 1008
Re: Multiplayer: Need a mod that creates corpse on player leave
The direct answer to your question is: No there should be no special action on player return or other player join. OK, that makes things so much easier! :-) The main goal behind my question is item preservation. There are two cases where items do get lost through inconsiderate player actions: 1) If...
- Sat Mar 02, 2024 10:01 am
- Forum: Questions, reviews and ratings
- Topic: Multiplayer: Need a mod that creates corpse on player leave
- Replies: 16
- Views: 1008
Re: Multiplayer: Need a mod that creates corpse on player leave
I am looking for a mod that creates a corpse if a player leaves the game. In miniMAXIme , I already preserve player corpses when a player logs out of a multiplayer game. (Actually, I only set it to not expire until the player logs in again, when it will return to its remaining time_to_live, so othe...
- Fri Mar 01, 2024 3:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.104] Crash loading save in ElectricSubNetwork
- Replies: 3
- Views: 809
Re: [1.1.104] Crash loading save in ElectricSubNetwork
So I didn't follow the forum for just a day and you've already fixed this? Splendid, thanks a lot, I'm looking forwards to version 1.1.105!
- Thu Feb 29, 2024 7:16 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.104] Crash loading save in ElectricSubNetwork
- Replies: 3
- Views: 809
[1.1.104] Crash loading save in ElectricSubNetwork
I've received a crash report for BioIndustries . The reporter provided a link to this saved game . Reproduce: Sync with the saved game to get all the mods, load the game, save under a different name and try tp load the newly saved game. The reporter believes that the crash is related to BI's "M...
- Sat Feb 24, 2024 7:01 am
- Forum: General discussion
- Topic: Factorio Demographics Data
- Replies: 3
- Views: 591
- Sun Feb 18, 2024 9:21 am
- Forum: Modding interface requests
- Topic: defines.events.on_robot_pre_mined to be called when robot upgrades an entity
- Replies: 6
- Views: 903
Re: defines.events.on_robot_pre_mined to be called when robot upgrades an entity
why are on_robot_mined and on_robot_mined_entity two different things? is on_robot_mined_entity supposed to act like on_robot_pre_mined? That's explained in the Lua-API description. on_robot_mined triggers when an entity (as opposed to a tile ) has been mined. Also, on_robot_mined_entity acts like ...
- Thu Feb 08, 2024 4:06 pm
- Forum: Modding help
- Topic: Print resistances of all enemy types
- Replies: 5
- Views: 367
Re: Print resistances of all enemy types
Instrument mode allows an instrument-after-data.lua that is guaranteed to run last. Right, that would work. I've never used this mode before, though, so I didn't think of it. :-) There's also --dump-data (see Command line parameters ). Definitely useful in general, but dumping all of data.raw seems...
- Thu Feb 08, 2024 1:47 pm
- Forum: Modding help
- Topic: Print resistances of all enemy types
- Replies: 5
- Views: 367
Re: Print resistances of all enemy types
Could you kick me in a right direction to help me write a script that prints all resistances of all enemy prototypes to the file? Or just how to iterate through all available Prototype/Units? This can be done in two way: Data stage: Create your own mod (containing info.json and data-final-fixes.lua...
- Mon Feb 05, 2024 5:11 pm
- Forum: Modding help
- Topic: Need help with mass adding byproducts to recipes with a certain item
- Replies: 7
- Views: 469
Re: Need help with mass adding byproducts to recipes with a certain item
I know you can do it like this manually, but I would like to turn this into a loop that will find all ingredients and use table.insert to add the byproduct instead. data.raw.recipe["iron-gear-wheel"].ingredients = { {"iron-plate", 2}, {"iron-plate-scrap", 1} } local fu...
- Sun Jan 28, 2024 10:10 am
- Forum: Modding help
- Topic: Deinit?
- Replies: 3
- Views: 299
Re: Deinit?
If you've made some excessive changes that would persist even after your mod has been uninstalled, you could also define a command players can use to reset things. Naturally, the command should be called before the mod is uninstalled! (Example: In GCKI , players can "lock" their vehicles, ...
- Thu Jan 25, 2024 6:16 pm
- Forum: Modding help
- Topic: Large Mining Drill Not Enlarged
- Replies: 8
- Views: 692
Re: Large Mining Drill Not Enlarged
Could you post data.lua? Did i not just post it's contents a bit further up? You did, but I think the error message is from an edited version. As the code snippet ("And this should work") has more lines than the code it replaced, and may or may not have been inserted with additional empty...
- Tue Jan 23, 2024 7:41 am
- Forum: Gameplay Help
- Topic: Logic network long(ish) expressions
- Replies: 33
- Views: 2414
Re: Logic network long(ish) expressions
The other little issue I had was with a train arriving and then blowing straight through the station. I think that this was because when the train is not there then all of the goods are marked as satisfied as there is no train so it assumes that the train has run out of everything. I guess that if ...
- Mon Jan 22, 2024 3:41 pm
- Forum: Mod portal Discussion
- Topic: Request for new tag/category
- Replies: 0
- Views: 235
Request for new tag/category
TLDR Please add a new "Character" tag (or even category) for the mod portal! Why? During the past two years, a number of mods providing new player characters have been released (see the dependency list on my character-selector mod miniMAXIme -- there may still be others I'm not aware of)....
- Mon Jan 22, 2024 2:34 pm
- Forum: Gameplay Help
- Topic: Logic network long(ish) expressions
- Replies: 33
- Views: 2414
Re: Logic network long(ish) expressions
Hi All I am trying to control the unloading of a train at one of my stations. The expression I want to evaluate is something like this (where T = train count and B = base count) (Bammo > 500 || Tammo == 0 ) && (BOil > 20000 || TOil == 0) && (BRobot > 50 || TRobot == 0) && (B...