I've wanted this feature for a looooooong time.
Search found 7 matches
- Sun Jan 21, 2024 11:02 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 32028
- Fri Mar 01, 2019 7:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.3] Blueprint preview has entity outside of bounds (MR)
- Replies: 7
- Views: 4562
[0.17.3] Blueprint graphics spill over from ui panel
Blueprint graphics spill over from ui panel https://i.imgur.com/Tr2tokt.png Blueprint string 0eNqV0m0LgjAQB/Dvcq8XqC2rfZWI8OGoA52yTUlk371tQkStF4OB3Lz7Tdx/hbqbcFQkDYgVqBmkBnFZQdNdVp3fM8uIIIAM9sBAVr2vVEUdWAYkW3yCyO2VAUpDhnCbD8Vyk1Nfo3IN78lmUjO2uwAwGAftZgbpD3LOzvUt/pE7uyWFzfbSlT9k8Sa1cdr9Yf6hxYaWNqLsUx...
- Tue May 23, 2017 10:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.15.13] Slow server = no input on client
- Replies: 4
- Views: 4833
[kovarex] [0.15.13] Slow server = no input on client
If a server is running factorio much slower (30-40 ups) clients running at 60 ups no longer handle input and get stuck. Only workaround I found was forcing client to run at 30FPS and it started to handle input again. Multiplayer wait icon flashes non-stop.
- Fri Aug 26, 2016 7:07 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint tiling
- Replies: 1
- Views: 1089
Blueprint tiling
A fairly simple blueprint tiling system. You put down registry points (a flag or something, using lights as an example here) http://i.imgur.com/TWbIgjv.png Then when you're placing down a blueprint it'll automatically snap to those registry points Horizontal: http://i.imgur.com/AMLA63G.png Vertical:...
- Wed Jul 27, 2016 5:11 pm
- Forum: Not a bug
- Topic: [0.13.11] Constant hearbeat disconnects
- Replies: 5
- Views: 2133
Re: [0.13.11] Constant hearbeat disconnects
I've set latency-ms to 500 and the server still kicks me out when it does combat calculations even though latency (I'm guessing that's what multiplayer waiting debug shows) doesn't go above 120ms.
I'm setting it to 2500 now to see if it still happens with a ridiculous number like that.
I'm setting it to 2500 now to see if it still happens with a ridiculous number like that.
- Wed Jul 27, 2016 3:45 pm
- Forum: Not a bug
- Topic: [0.13.11] Constant hearbeat disconnects
- Replies: 5
- Views: 2133
Re: [0.13.11] Constant hearbeat disconnects
I found the cause. Combat on the server causes the server to lag behind and ping shoots up to ~90ms region. When not in combat latency is 0ms. I've set the latency-ms to 60 so it probably kicks me out because of this. Edit: by lag behind I mean it spends more time updating combat logic. Not actual n...
- Wed Jul 27, 2016 1:54 pm
- Forum: Not a bug
- Topic: [0.13.11] Constant hearbeat disconnects
- Replies: 5
- Views: 2133
[0.13.11] Constant hearbeat disconnects
372.868 Info NetworkInputHandler.cpp:608: assigning playerIndex(1) to peer(1) 372.868 Info GameActionHandler.cpp:2709: MapTick(29819054) processed PlayerJoinGame peerID(1) playerIndex(1) mode(connect) 483.415 Info Synchronizer.cpp:465: NetworkTick(19921) peer(1) drop detection state(100/600). 569.6...