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License: ISC License
Factorio Mod - Big Brother
License: ISC License
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.
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
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)
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:
I assume 0.4.3 is not the latest version as you said it's fixed, but I can't find any newer one.
Big_Brother/stdlib/area/position.lua: 178: Require can't be used outside of control.lua parsing
It appears that on versions of Factorio >= 0.17.57
, loading the area library in position.lua causes a repeated error message (every second or so).
[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
deconstructing radars with the deconstruction planner is broken again
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.
Reconstructing a large area of my main base. Noticed that everything but radars were deconstructed as expected.
Currently researched Big Brother technologies: Radar Amp 4 and Radar Eff 4.
Let me know if there is anything else you need to replicate.
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.
I have a thread in factorio forum, with save, log, and pic with more infos https://forums.factorio.com/viewtopic.php?f=23&t=82161
First I thought, it might be a problem with Nanobots, but as I tried to place a big power pole on the spot where my former blueprint with lasers and big pole was, a flying text pops up, see in pic above.
See images here: https://imgur.com/a/zrY2CYb
When blueprinting big power poles, I can't place the blueprint over the existing power poles. Disabling Big Brother fixes the issue.
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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