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Re: Multiplayer Individual Starting Spawns Scenario

Posted: Fri Oct 27, 2017 5:55 am
by ---X-Ray---
whether it is possible to make your scenario with the fashion https://mods.factorio.com/mods/Zillo7/T ... sion/15725, when disconnected RSO- ore appears, but the functions of growth and destruction do not show new ore

Re: Multiplayer Individual Starting Spawns Scenario

Posted: Fri Feb 23, 2018 3:03 pm
by SupplyDepoo
Is there an option to generate ores and trees in a more natural, semi-random style?

Re: Multiplayer Individual Starting Spawns Scenario

Posted: Sun Mar 18, 2018 1:42 pm
by Oarc
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 makes sense.

Re: Multiplayer Individual Starting Spawns Scenario

Posted: Tue Mar 12, 2019 2:26 am
by Oarc

Re: Multiplayer Individual Starting Spawns Scenario (0.17 Update)

Posted: Wed Mar 13, 2019 11:18 am
by SpleT
Is it possible to play this scenario with Bobs + Angels? Will be fun ;)

Re: Multiplayer Individual Starting Spawns Scenario (0.17 Update)

Posted: Thu Mar 14, 2019 6:57 am
by SpleT
or perhaps bobs or angels only, for a multiplayer scenario map bobs+angels might be a bit heavy on the hardware ^^

Re: Multiplayer Individual Starting Spawns Scenario (0.17 Update)

Posted: Fri Mar 15, 2019 12:36 am
by Oarc
@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.

Re: Multiplayer Individual Starting Spawns Scenario (0.17 Update)

Posted: Sat Mar 16, 2019 3:07 am
by Oarc
SpleT wrote:
Wed Mar 13, 2019 11:18 am
Is it possible to play this scenario with Bobs + Angels? Will be fun ;)
I have added a recent update that makes it easier to configure the starting resources. You will have to manually choose which ones you want, but now all you have to do is edit the config.lua file and you can set whatever starting resources you want.

Player needs to start over [solved]

Posted: Sun Mar 31, 2019 8:47 am
by WilliW
Hi, we are a group of 6 adventurers playing your scenario and we love it!

There is one problem we need help with. A new fellow joined the group, he got his new spawn location, all fine. But he screwed up by not building a defense in due time, so he got overrun by biters and now his spawn location is in enemies' hands. Whenever resurrected he gets killed imediately.

Is there a way to give him a new spawn location so that he can start all over? Any other ideas? What about surface.delete_chunk()?

Thanks for any help!
Willi

[edit] Solved the problem ourselves using commands:

Code: Select all

/c game.remove_offline_players({"name"})
/c global.playerSpawns["name"] = nil   // not sure if this is needed and has an effect
 

Re: Player needs to start over [solved]

Posted: Sun Mar 31, 2019 12:08 pm
by Oarc
WilliW wrote:
Sun Mar 31, 2019 8:47 am
Is there a way to give him a new spawn location so that he can start all over?
Hi! Glad you are enjoying the scenario!

If you are playing the latest 0.17 version, any admin can click on the "Info" button at the top left to either Ban or Restart players.
If you are playing an older version, then you can run

Code: Select all

/c DisplayWelcomeTextGui(game.players["player_name"])
What you did is great though and that should be all you need to do. Removing the global.playerSpawns entry shouldn't be necessary, but it won't cause any issues.

Re: Multiplayer Individual Starting Spawns Scenario (0.17 Update)

Posted: Sun Mar 31, 2019 12:26 pm
by WilliW
Great, thanks for your reply. It's a shame that nobody realized the option under the Info button... :roll: