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big_brother's Issues

[Question] Compatibility/Balance with RSO Radars

Should Big Brother's radar ranges be influenced by RSO Radars?

I've already looked a bit at the code for Big Brother, and I didn't see any specific provisions for compatibility between it and RSO Radars. Right now the result is controlled by which order the mods load in. If RSO Radars loads before Big Brother then all of Big Brother's radar range increases will be based on the doubled base radar range RSO Radars provides.

If you want Big Brother radar ranges to stack with the increase from RSO Radars all you would need to do is add an optional dependency on it.

If you don't want them to stack you or I could ask Kingarthur to add an optional dependency to RSO Radars.

I'd put some links to help you contact Kingarthur, but I can't for the life of me remember how I contacted him before.

Factorio 1.1.35 - Radar Removal

Added the mod to an existing game, can no longer mark Radars for deconstruction. Radars need to be manually deconstructed, did not have this issue before installing mod - please look into and fix

[0.4.3] Error on both server and client when a client with upgraded radars connects.

error with upgraded radars when connecting to server

No error when radar upgrade techs from mod aren't researched yet by client's force.
(using custom force because i play with friend using separate forces)

server log
client log

mod list
save file

When loading savegame from server on local client, it loads fine and then the game spams same error each second to screen instead of log file:

screenshot

I assume 0.4.3 is not the latest version as you said it's fixed, but I can't find any newer one.

Translate into Ukraine

[entity-name]
big_brother-surveillance-center=Центр спостереження
big_brother-surveillance-small=Камера спостереження
[item-name]
big_brother-surveillance-center=Центр спостереження

[technology-name]
radar-amplifier=Радіолокаційне підсилення
radar-efficiency=Ефективність радара
surveillance=Спостереження

[technology-description]
radar-amplifier=Розширює лінію видимості та діапазон сканування радара
radar-efficiency=Радари сканують віддалені сектори швидше
surveillance=Транспортні засоби та потяги завжди знаходяться в зоні видимості на карті
surveillance-2=Великі електричні стовпи завжди знаходяться в зоні видимості на карті

Compatibility with Bob's Warfare radars

I was rather surprised to find that placing a standard radar completely overshadowed my Radar MK 2 (because the standard radar became a Big Brother Radar).

I would expect the Big Brother radar bonuses to apply to Bob's Warfare radars (but maybe not 1:1, for balance purposes), and it would be awesome if you could add compatibility.

[Not A Bug][Implementation Question] [Also contains bugfix for different issue]

I have a turret range research that works similarly to the radar upgrades - i.e. replacing the entity with upgraded clones. However, because the turrets all drop the base (original) entity, and the conversion-to-upgraded-entity is done with on-built and similar events, the blueprints "skip" upgraded turrets. I notice you managed to solve this for the radars, and digging through your code, I found your creation of a "blueprint dummy" radar and corresponding item. I can confirm that this is the fix, as removing it breaks radars like my turrets. However, I do not see how this works, as the minable drops, like my turrets, are of the original, even for the BP dummy. Moreover, when I imitate your solution, like this, it does not work.

Also, your "invisible radars in blueprints" is because of these lines.

Server crash on start with Error while running event Big_Brother::on_tick

Original post: https://mods.factorio.com/mods/Afforess/Big_Brother/discussion/15488

Server logs:

  13.826 Hosting game at 0.0.0.0:34197
  13.826 Info ServerMultiplayerManager.cpp:670: mapTick(15437989) changing state from(CreatingGame) to(InGame)
  13.846 Info RemoteCommandProcessor.cpp:122: Starting RCON interface at port 27015
  13.846 Error InterruptibleStdioStream.cpp:53: Reading stdin failed
  24.073 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(10.255.0.4:41215)
  24.073 Info ServerRouter.cpp:389: Replying to connectionRequest for address(10.255.0.4:41215).
  24.074 Info ServerSynchronizer.cpp:551: nextHeartbeatSequenceNumber(303) adding peer(1)
  24.091 Info ServerMultiplayerManager.cpp:670: mapTick(15437989) changing state from(InGame) to(InGameSavingMap)
  24.159 Info ServerMultiplayerManager.cpp:754: mapTick(15437989) received stateChanged peerID(1) oldState(Ready) newState(ConnectedWaitingForMap)
  25.865 Info ServerMultiplayerManager.cpp:814: MapTick(15437989) Serving map(/opt/factorio/temp/mp-save-0.zip) for peer(1) size(11892476) crc(1161137593)
  25.865 Info ServerMultiplayerManager.cpp:670: mapTick(15437989) changing state from(InGameSavingMap) to(InGame)
  25.983 Info ServerMultiplayerManager.cpp:754: mapTick(15437989) received stateChanged peerID(1) oldState(ConnectedWaitingForMap) newState(ConnectedDownloadingMap)
  28.406 Info ServerMultiplayerManager.cpp:754: mapTick(15437989) received stateChanged peerID(1) oldState(ConnectedDownloadingMap) newState(ConnectedLoadingMap)
  28.424 Error MainLoop.cpp:943: Exception at tick 15437989: Error while running event Big_Brother::on_tick (ID 0)
__Big_Brother__/stdlib/event/event.lua:77: __Big_Brother__/control.lua:91: attempt to index upvalue '_ENV' (a nil value)
  28.424 Error ServerMultiplayerManager.cpp:94: MultiplayerManager failed: "Error while running event Big_Brother::on_tick (ID 0)
__Big_Brother__/stdlib/event/event.lua:77: __Big_Brother__/control.lua:91: attempt to index upvalue '_ENV' (a nil value)"
  28.424 Info ServerMultiplayerManager.cpp:670: mapTick(15437989) changing state from(InGame) to(Failed)
  28.798 Info ServerMultiplayerManager.cpp:140: Quitting multiplayer connection.
  28.798 Info ServerMultiplayerManager.cpp:670: mapTick(-1) changing state from(Failed) to(Closed)
  28.843 Info UDPSocket.cpp:234: Socket closed
  28.843 Goodbye

mod list:

# ls
aai-industry_0.1.9.zip                 alien-biomes_0.2.7.zip                angelsrefining_0.7.14.zip  boblogistics_0.15.6.zip         bullet-trails_0.2.4.zip         mod-settings.json
aai-programmable-structures_0.3.8.zip  angelsaddons-oresilos_0.3.1.zip       angelssmelting_0.3.3.zip   bobmining_0.15.2.zip            data-raw-prototypes_0.3.1.zip   off-grid-effects_0.2.2.zip
aai-programmable-vehicles_0.3.23.zip   angelsaddons-petrotrain_0.2.0.zip     AutoDeconstruct_0.1.8.zip  bobmodules_0.15.3.zip           detached-gun-sounds_0.2.1.zip   rso-mod_3.3.9.zip
aai-signals_0.2.4.zip                  angelsaddons-pressuretanks_0.2.0.zip  auto-research_3.3.1.zip    bobores_0.15.6.zip              Electric Furnaces_2.3.0.zip     Single-Splitter_0.0.12.zip
aai-vehicles-chaingunner_0.2.4.zip     angelsaddons-warehouses_0.2.1.zip     Big_Brother_0.4.3.zip      bobplates_0.15.11.zip           EquipmentHotkeys_0.0.2.zip      Squeak Through_1.1.7.zip
aai-vehicles-flame-tumbler_0.2.3.zip   angelsbioprocessing_0.4.0.zip         bobassembly_0.15.6.zip     bobpower_0.15.3.zip             Expanded_Robot_Tech_0.5.2.zip   Swarm_1.1.0.zip
aai-vehicles-hauler_0.2.3.zip          angelscomponents_0.2.0.zip            bobelectronics_0.15.2.zip  bobrevamp_0.15.4.zip            Factorissimo2_2.1.7.zip         upgrade-planner_1.2.18.zip
aai-vehicles-laser-tank_0.2.1.zip      angelsexploration_0.2.0.zip           bobenemies_0.15.2.zip      bobtech_0.15.3.zip              Flow Control_3.0.2.zip          walls-block-spitters_0.2.3.zip
aai-vehicles-miner_0.2.10.zip          angelsinfiniteores_0.6.11.zip         bobgreenhouse_0.15.2.zip   bobvehicleequipment_0.15.2.zip  Honk_2.1.3.zip                  WaterWell_1.0.18.zip
aai-vehicles-warden_0.1.2.zip          angelslogistics_0.2.0.zip             bobinserters_0.15.1.zip    bobwarfare_0.15.3.zip           LogisticTrainNetwork_1.3.2.zip
aai-zones_0.2.2.zip                    angelspetrochem_0.5.9.zip             boblibrary_0.15.8.zip      Bottleneck_0.8.5.zip            mod-list.json

can bundle mods & savegame if requested

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