Search found 9 matches
- Sun May 12, 2024 3:25 pm
- Forum: Bug Reports
- Topic: Performance problem with pathing
- Replies: 4
- Views: 304
Re: Performance problem with pathing
So it sounds like it could in fact be the pathfinder in some capacity, if the stickers are causing damage, and that damage is causing new path requests. While I agree that, in theory, this could be due to the changes that our scenario makes to the pathfinder settings, if you actually load this save ...
- Sat May 11, 2024 11:42 pm
- Forum: Bug Reports
- Topic: Performance problem with pathing
- Replies: 4
- Views: 304
Performance problem with pathing
During a recent Biter Battles game, performance completely cratered for ~30 seconds at one point (everything went to ~10 UPS for a while, and all clients with slower computers were eventually dropped for inability to keep up). I grabbed a save in the middle of this: https://drive.google.com/file/d/1...
- Sun May 05, 2024 2:19 am
- Forum: Modding interface requests
- Topic: Allow mods/scenarios to filter chat messages
- Replies: 0
- Views: 127
Allow mods/scenarios to filter chat messages
I want to make the general request of "allow mods to control/augment/filter chat messages" - and to do it via something like "game.do_not_print_broadcasted_chat_messages = true". This would then allow a scenario/mod to register an on_console_chat event handler, and manually do th...
- Sat Apr 27, 2024 7:43 pm
- Forum: Modding interface requests
- Topic: on_pre_console_chat (or on_cancel_console_chat)
- Replies: 13
- Views: 3845
Re: on_pre_console_chat (or on_cancel_console_chat)
I want to +1 the general request of "allow mods to control/augment/filter chat messages" - I don't care too much about what the implementation is. In Biter Battles, we have three relevant forces, "north", "south", and "spectator". It is very helpful if we can ...
- Wed Apr 24, 2024 12:28 am
- Forum: Already exists
- Topic: Add interface for research_progress for not-currently-researching technologies
- Replies: 2
- Views: 288
- Mon Apr 22, 2024 3:36 am
- Forum: Already exists
- Topic: Add interface for research_progress for not-currently-researching technologies
- Replies: 2
- Views: 288
Add interface for research_progress for not-currently-researching technologies
Specifically, if someone starts researching a technology, and then switches to a different one, I believe that it is no longer possible to tell how much progress has been made on the first technology via the Lua APIs. (because `LuaForce.research_progress` only tells you about the current research) I...
- Tue Mar 12, 2024 5:03 pm
- Forum: Fixed for 2.0
- Topic: [1.1.101][Linux] --load-scenario sets height and width to 50
- Replies: 3
- Views: 524
Re: [1.1.101][Linux] --load-scenario sets height and width to 50
I just wanted to report that I have run in to this as well. I am a developer for the biter battles scenario, and it is slightly difficult/annoying for me to test it. Specifically, I wish that there was something that behaved the same as --start-server-load-scenario, but loaded the game with a GUI (i...
- Wed Nov 08, 2023 2:38 am
- Forum: Bug Reports
- Topic: [1.1.94] Technology research notification does not include force name
- Replies: 0
- Views: 407
[1.1.94] Technology research notification does not include force name
In BiterBattles, two forces ("north" and "south") compete with one another on the same surface. Additionally, there is a spectator force that is friendly to both forces that can watch the game. Members of the spectator force receive technology research notifications from both &qu...
- Thu Dec 03, 2020 4:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
- Replies: 21
- Views: 32680
Re: [Lubomir] [1.1.1] Power Pole connections saved in Blueprints lead to pseudo random connection behavior.
I can brainstorm two possible solution shapes: One might be that, when generating a blueprint, detect if the source had all powerpoles in the same power network, and yet the generated blueprint has multiple networks, try and add connections to the generated blueprint that connect to the same network...