Page 2 of 2

Re: [Mod 0.12.29] Space Factorio 0.2.3

Posted: Mon Apr 25, 2016 8:08 am
by Simcra
jorgenRe wrote:
Simcra wrote:Line 52 of control.lua causes a crash when attempting to create world in singleplayer, here's the fix I found for it.

Code: Select all

if global.space_status == "locked" and game.get_player(1) and read_satellites_sent_from_gui(game.get_player(1).force) then
Careful with doing anything with player without checking if player is connected first. I think it was if players(1).connected then continue from here
Or else it might crash during multiplayer game due to player 1 not being connected for some odd reason ;)!
Well, technically even if the player isn't connected he should still have a force variable equal to one of the three valid forces?
Regardless, it fixed our problem. Not trying to step on toes here, trying to help.

EDIT:
Additionally, doesn't the game pause when nobody is in the server?

Re: [Mod 0.12.29] Space Factorio 0.2.3

Posted: Mon Apr 25, 2016 4:27 pm
by jorgenRe
Simcra wrote:
jorgenRe wrote:
Simcra wrote:Line 52 of control.lua causes a crash when attempting to create world in singleplayer, here's the fix I found for it.

Code: Select all

if global.space_status == "locked" and game.get_player(1) and read_satellites_sent_from_gui(game.get_player(1).force) then
Careful with doing anything with player without checking if player is connected first. I think it was if players(1).connected then continue from here
Or else it might crash during multiplayer game due to player 1 not being connected for some odd reason ;)!
Well, technically even if the player isn't connected he should still have a force variable equal to one of the three valid forces?
Regardless, it fixed our problem. Not trying to step on toes here, trying to help.

EDIT:
Additionally, doesn't the game pause when nobody is in the server?
player(1) is always the same person. So if 10 people have been on the server then when player 10 is the only one on. Then to print something in his chat you have to use: game.get_player(10)
And yes it does pause when nobody is connected.

Re: [Mod 0.12.29] Space Factorio 0.2.4

Posted: Fri May 06, 2016 9:27 am
by Kelmoir
Sorry for the long absence, but as I said, lots of stuff to do.

Fixed the bug, thanks Simcra.
And usually I do check, if a player is connected. In this case it wasn't even there to begin with.

Re: [Mod 0.12.29] Space Factorio 0.2.4

Posted: Wed May 11, 2016 11:16 am
by Simcra
Kelmoir wrote:Sorry for the long absence, but as I said, lots of stuff to do.

Fixed the bug, thanks Simcra.
And usually I do check, if a player is connected. In this case it wasn't even there to begin with.
No problems mate. Glad I could help. :)

Re: [Mod 0.12.29] Space Factorio 0.2.4

Posted: Sun May 15, 2016 10:33 am
by Qon
So what does the mod do then?
The "long description" is 3 lines, hardly more informing than the short description.
The Todo list is longer than the "long" description AND it contains the things mentioned in the "long" description.
Does it actually have any worthwhile features implemented?

Re: [Mod 0.12.29] Space Factorio 0.2.4

Posted: Tue May 31, 2016 11:29 pm
by AlexTheNotsogreat
Qon wrote:So what does the mod do then?
The "long description" is 3 lines, hardly more informing than the short description.
The Todo list is longer than the "long" description AND it contains the things mentioned in the "long" description.
Does it actually have any worthwhile features implemented?
It adds four decently expensive new components to launch with your rockets (with separate researches), ships to assemble with them via custom UI, and algae farms for solid fuel production. Eventually, it will have true space travel.

Re: [Mod 0.12.29] Space Factorio 0.2.4

Posted: Wed Jun 01, 2016 12:47 am
by Qon
AlexTheNotsogreat wrote: It adds four decently expensive new components to launch with your rockets (with separate researches), ships to assemble with them via custom UI,
Interesting. I'm curious though if these new components have any effect when they are launched? Ion cannon are useful and satellite radar and "useful space"-whatsitsname give you firepower, vision and energy from launches which has a purpose. Can I expect something like this from the components in Space Factorio?

Re: [Mod 0.12.29] Space Factorio 0.2.4

Posted: Sat Jul 16, 2016 4:09 am
by Wiloxe
Any updates on getting this to 0.13?