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redmew's Issues

Nuke only for regulars

Allow nukes only for players who:
Are admins (or mods)
Have 6h+ gametime
Are on the list of approved players

Autocomplete building

Insert fuel/ammo in trains, tanks, cars, turrets etc. from the players inventory after they are placed.

implement multi word tags

The current implementation breaks with spaces. Need to check for more than one command parameter and concade them.

follow keeps walking

if the player is lagging the character might be walking in the wrong direction without stopping

"Missing event argument" on custom scenario generation.

EDIT: It seems the issue was the version of factorio. This was made for the .15 beta, not the current stable .14 release.

When i try to generate the scenario i get this error.

...Data/Roaming/Factorio/temp/currently-playing/control.lua:7:
...Data/Roaming/Factorio/temp/currently-playing/chatlog.lua:87: missing event argument

Screenshot

What i then tried to do was edit out line 7 in control.lua (require "chatlog"). That led me to similar errors to (--require "band") (--require "fish_market") (--require "custom_commands") (--require "nuke_control"). Once i edited out all of those lines, i got a error "Unknown item "programmable-speaker". I have hit a wall with this.

Windows 7 64bit
Steam Client
Have confirmed i have the latest updates to factorio and windows.

On event errors in fish market and distance

71370.202 Script @C:/Users/TCAGame_Svc753/AppData/Roaming/Factorio/temp/currently-playing/locale/utils/event.lua:93: Error in event on_preplayer_mined_item: "Item stack count has to a be positive number : stack traceback: : .../Roaming/Factorio/temp/currently-playing/fish_market.lua:101: in function 'fish_earned' : .../Roaming/Factorio/temp/currently-playing/fish_market.lua:135: in function <.../Roaming/Factorio/temp/currently-playing/fish_market.lua:122> : [C]: in function 'pcall' : ...g/Factorio/temp/currently-playing/locale/utils/event.lua:81: in function <...g/Factorio/temp/currently-playing/locale/utils/event.lua:75>".
71371.119 Script @C:/Users/TCAGame_Svc753/AppData/Roaming/Factorio/temp/currently-playing/locale/utils/event.lua:93: Error in event on_tick: "...oaming/Factorio/temp/currently-playing/walk_distance.lua:7: attempt to index field '?' (a nil value)".

TODO list

So. Explosive has a TODO list that can be edited in-game. It works to direct people do take care of a certain priority. I know you do not like copying other people's code, but maybe you could check theirs just to get an idea. Maybe we can think of some feature to do our own thing.

Kill count

  • Biter kills player: Biter gets a kill, player gets a death.
  • Player 1 kills player 2: Player 1 gets a kill player 2 gets a death.
  • Player kills biter: Nothing happens.
  • Anything else kills player: Player gets death. (Maybe trains get kills too)
  • Player kills anything else: Nothing happens.

add /savecommand /sc

local func = loadstring(str) if func then local status,error = pcall(func) if not status then game.player.print(error) end else game.player.print("Parse Error.") end

Implement ship class

We need a class for handling ship objects and a class that handles different types of ship.

Class ShipType can be implemented as a simple Table. Since we don't need any code to be run and don't want duplicates.
A TypeName, {blueprint, speed} libary would be enough.

Class Ship:

Properties:

  • private type : ShipType

  • position

  • private center : table {x=, y=}
    To be used for rotation
    Relative to the ships position

  • private direction
    the current direction the ship is moving

  • private (readonly) orientation : table
    includes one table for every orientation (0 = north, 2 = east...)
    each orientation contains:

    • private entities : table of LuaEntity
      Relative to the ships position
    • private tiles : table of LuaTile
      Relative to the ships position
  • public speed : Integer
    how often the ship will move. Speed of x means the ship moves every x ticks. The different ships speeds should be multiples of each other, so it is easier to optimise.

  • private captain

  • private sailors

  • private removed_tiles_to_be_replaced : table (Maps of position --> entity)
    this will store all the removed tiles to be placed back after the ship moved over them (otherwise we will draw water lines through deep water)

Methods:

  • public new(type: ShipType)
    creates the ship.

  • public place(position : table)
    places the ship into water nearby

  • public move()

    • checks the captains direction
    • checks for colission
    • removes old entities and tiles, while not killing the sailors
      (store chest and tank invetory)
    • places the entities and tiles in a new position
      It would be cleaner to have the ships move themselfs according to their own speed, but this would require alot of on_tick event handlers and redundent code und every tick. So this should be called from outside.
  • public board(player : int)

    • if len(sailors) < 1 then promote player to capain
    • add player to sailor table
  • public leave(player : int)

Related to #30

Fix broken styles

The master branch contains all styles implemented by mew. These aren't compatible with the new style framework and need to be converted and included in the map_layout.lua

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