Oarcinae / FactorioScenarioMultiplayerSpawn

A custom scenario for Factorio which provides each player a unique starting spawn point in a multiplayer game.
MIT License
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Scenario crashes on load #31

Closed sapid closed 6 years ago

sapid commented 7 years ago

Used default presets; no mods apart from the scenario. Config is modified: disabled long reach, undecorator, regrowth.

Crash log is here

sapid commented 7 years ago

After more research, it seems like this bug may be on Factorio's end, not yours. The only similar bug I could find was in a post about another scenario fairly recently. Either way, I can't for the life of me figure out why Factorio is rejecting the require ONLY for separate_spawns_guis.lua

I worked around it by turning this scenario in to a mod. Turned out to be easier than I expected! Just make an info.json, a settings.lua, replace some hard-coded variables with variables from settings.lua, and finally add a locale file for the settings variables, then zip it all up!

This revealed a new problem, though - if a player chooses default spawn, they don't get teleported out of the lobby moat. Is this a known issue?

I noticed your lobby surface code, so I worked around this by turning that code on, spawning the player on the lobby surface, then teleporting them to the default spawn if that's the spawn they choose.

Oarcinae commented 7 years ago

I bet I messed up something when those options are disabled. Shouldn't be hard to fix, I'll look into it when I get time. Thanks for reporting it!

sapid commented 7 years ago

If it's any help, I've uploaded almost all of the changes I made over here: https://github.com/sapid/FactorioScenarioMultiplayerSpawn/tree/mod-0.15.x

However, it's a work in progress; not everything that should be moved to settings.lua has been moved there.

Oarcinae commented 7 years ago

Yeah, to be honest I've let a lot of the original code go untested in my recent push. I currently don't have time to do any testing of a lot of the configuration options. The issues you're seeing are most likely because I added regrowth and did not test the all the options that are in the config... Thanks for sharing your code.

Whenever I do get time to look into it, I'll eventually try to clean up some of it.

Oarcinae commented 6 years ago

I'm restesting now with the same things disabled (long reach, undecorator, regrowth) but I am not crashing on load. Closing this issue as I can't reproduce with the latest version. Please re-open or make a new one if this is still an issue. I'm also making sure everything works even when regrowth is disabled.