It is and it is workingBoogieman14 wrote:If that is what I think it appears to be, I think I'll gladly overlook that leftover debug statementCan't wait to give that a whirl!
![Smile :)](./images/smilies/icon_e_smile.gif)
It is and it is workingBoogieman14 wrote:If that is what I think it appears to be, I think I'll gladly overlook that leftover debug statementCan't wait to give that a whirl!
Any chance of sharing what you have learned? It would be great if the rest of us could learn from your experience instead of having to go through the same ourselves.JamesOFarrell wrote:So my new mod has been posted and I have learned a lot about how factorio GUIs works in multiplayer. I also wrote a fat controller style GUI for it that I should be able to port over so we can start getting some train management in MP games.
I can do this now I just haven't. It was written this way so it could be used with a already in progress game but it should have an auto add option really. There are some cool new train events in 0.11 that i have even looked at yet. I just have too many mods and not enough timessilk wrote:By this I think how cool it would be to have an event onVehicleGenerated() or so, to get rid of manually adding the trains.
This should make things a lot easier to handle. Looking forward to 11.2.Rahjital wrote:Thank you very much, I think I got it now.
Slpwnd mentioned a new luaevent (onplayercreated) to be included in the next version of Factorio. I wonder if it could be useful in case GUI syncing doesn't make it to the next version.
Thats true. I keep track of them via loco now and if the train object becomes invalid it gets readded to the table so that issue is fixed mostly. The sorting is annoying. I can get the train name now though (and set it i think) so that will give me something to sort by.ssilk wrote:Remark: as I understand it, every change on the train creates a new train (or change on the loco?). Can become soon complex to not get lost the sorting in the list.
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Error while running the event handler: ...dcore - 0.11\mods\TheFatController_0.0.8.zip|control.lua:16: attempt to index upvalue 'tech' (a nil value)
Should be a new version with a fix though I don't know how that happened as tech is set the line above. If this version doesn't display the button for you after you unlock rail signals please let me know. It should also fix another annoying bug stopping it from working on maps that have been played in multiplayer.SuperSandro2000 wrote:When I load my newly created world the game crashes with that report:Code: Select all
Error while running the event handler: ...dcore - 0.11\mods\TheFatController_0.0.8.zip|control.lua:16: attempt to index upvalue 'tech' (a nil value)
No worries. Glad it fixed the issue.SuperSandro2000 wrote:Thx. I can start my game now.
The plan is to have it working in MP as soon as the devs fix this bug. It should work for every player individually with the train list being shared. It will take a small update to get TheFatController there but as soon as the bug is fixed I'll be working on it.ColonelWill wrote:Would it be possible for it to work in a MP game for just one person (the host) so that person could be reasonable for managing the trains ?
I've re-written it to support multiplayer but it still has to many bugs to release. I'll stop playing in a few hours and have a look at fixing the last bugs.Damrus wrote:Seems the bug has been fixed in 11.4!
I should probably learn to spell =)Boogieman14 wrote:Updated to 0.11.4, single player game, a few seconds after loading an original 0.11.3 game (75 hours in)
Not entirely surprising, the error goes away after changing that to 'destroy'