Comments (8)
no stress, just reporting... :)
from factorioscenariomultiplayerspawn.
lol damn dude... 0.17 just dropped, give me a few days (possibly a week or 2) to get to updating haha.
But thank you! Now I know 0.17 is out :)
<3
from factorioscenariomultiplayerspawn.
Thanks for maintaining this scenario! I'm a big fan of it. There's other things like autofill (trains) and initial load out for new players that are broken as well, but I'm sure you are on it! Would you like me to open issues on each item as I find them? Or just wait for your 0.17-dev to drop and open new issues on that?
from factorioscenariomultiplayerspawn.
No worries, I should be able to work on it this weekend I'm hoping. Pretty slammed at work right now.
For now, there probably isn't much point opening issues for each item as I'll be rewriting a ton of stuff and stripping out a bunch of old features/code.
If you can, just wait for the 0.17-dev and then I would love any help on debugging at that point.
For those who can't wait, I have a feeling the other so called "Oarc"-based scenarios that have been derived from mine will likely be updated faster. Take a look at the public forks from mine and keep an eye out there too. A lot of great modders have done their own versions of the scenario as well.
from factorioscenariomultiplayerspawn.
Feature request then (grin): The hidden commands "/run fast" etc., how easy would that be to make into a feature in config.lua, not requiring the hidden knowledge? Turn them off or on in config.lua so people don't have to know about it? I haven't looked at the code BTW to see if I could just do that.
from factorioscenariomultiplayerspawn.
The public forks are all older than yours :) by the way. I'm sure there are some being maintained non-publicly. Anyhow, no rush, gotta fly out on a business trip today and need to sit and do taxes on Sunday.
from factorioscenariomultiplayerspawn.
@bplein @Canule I created a dev_0.17 branch. It now runs and doesn't throw errors immediately. There is a lot missing (all soft-mods disabled, all extra options/features disabled), but the core game is playable I think. I have NOT tested multiplayer yet though, so that will be next.
Feel free to give it a try, just don't expect it to be pretty.
from factorioscenariomultiplayerspawn.
Closing this since I've had several people run successfully. Open new tickets for each .17 bug found.
from factorioscenariomultiplayerspawn.
Related Issues (20)
- Shared Chest Fatal Error HOT 2
- Incompatibility with 1.1 HOT 1
- Loader recipe is set to hidden (factorio game code changed) HOT 3
- Vehicles/Spidertron deleted during map cleanup HOT 1
- Starter crashed ship has spidertron and no setting in the config.lua HOT 2
- Undecorator deletes fish HOT 4
- server crash with the ney version 1.1.19 HOT 3
- Players start with coins, even when Coin Shop is disabled HOT 1
- Desync when doing map cleanup HOT 2
- Scenario crashes on_tick if it is (incorrectly) set up with energy_sharing = true & coin_shop = false HOT 1
- Attempting to call math.random() outside an event or during loading HOT 2
- Crash on player respawn HOT 1
- Construction robot self destruction HOT 11
- Hopefully it will be compatible with space exploration HOT 2
- Desync with stored shared energy HOT 2
- Is this project still under maintenance? HOT 6
- Server crashes after adding any helmod or recipe browsing mod HOT 1
- Mod incompatiabilities with level::on_player_created HOT 1
- Base cleanup fails sometimes when players leave early HOT 1
- Fix for auto decon of miners
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from factorioscenariomultiplayerspawn.