It is as TheVeteranNoob says.
When catching up after a desync, the player character is already spawned, hence it is possible that is keep running. This is different from a disconnect, where the player character is removed from the game and only created again when the player has caught up.
Search found 10 matches
- Sat Sep 03, 2016 4:24 pm
- Forum: Won't fix.
- Topic: [0.14.0-3] Player movement during desynch
- Replies: 6
- Views: 2984
- Sat Sep 03, 2016 11:23 am
- Forum: Won't fix.
- Topic: [0.14.0-3] Player movement during desynch
- Replies: 6
- Views: 2984
[0.14.0-3] Player movement during desynch
Hello industrial engineers, Found this bug while having a heart attack due to almost being run over by a train. When a player is moving while a desync happens, the player will continue to move during the catching up phase. This leads to dangerous and very unwanted behaviour. The expected behaviour h...
- Fri Sep 02, 2016 2:33 pm
- Forum: Modding interface requests
- Topic: Rail penalty mod API
- Replies: 0
- Views: 952
Rail penalty mod API
Hello Factorio mods, devs and fans, While reading through some of the suggestions for improvements on the rail systems, and combining that with my own experience, I wondered if mods had access to the rail penalties. This would allow the community to experiment with the various ideas that are floatin...
- Mon Aug 29, 2016 8:58 pm
- Forum: Pending
- Topic: [Pending] Strong lag on servers
- Replies: 9
- Views: 4667
Re: Strong lag on servers
Hello there, I have the same issue, and some interesting stuff to share: 1. It's not network speed, as the server is right next to my game pc, on the same desk, connected via a 100Mb router. I connect to it via the local IP. 2. I too have a phenom X4, but so has the server. 3. The server is fine, si...
- Sat Aug 27, 2016 11:34 pm
- Forum: Duplicates
- Topic: Scroll -> search -> cant scroll back
- Replies: 1
- Views: 845
Scroll -> search -> cant scroll back
This one is a silly one. I noticed this one in the train menu, but I guess it happens in any menu where you can both scroll and filter via a search bar. The idea is that after searching, the scroll bar disappears, but your scroll level is not reset. Hence, if you are not at the top of the screen, yo...
- Mon Jul 18, 2016 8:55 am
- Forum: Modding help
- Topic: Train spawning
- Replies: 5
- Views: 2374
Re: Train spawning
If I remember correctly there was a mod which put trains and wagons on track automatically. The carriages already snap to the rail, even if your location is slightly off, similar to how the placement works for the player. Carriages also auto-connect when placed by a lua script in the same way they ...
- Sun Jul 17, 2016 2:10 pm
- Forum: Modding help
- Topic: Train spawning
- Replies: 5
- Views: 2374
Re: Train spawning
Many thanks!
I totally overlooked the orientation and did not consider the backer_name.
The documentation does not mention that orientation is also available for create_entity. Will have to check if that works too.
I totally overlooked the orientation and did not consider the backer_name.
The documentation does not mention that orientation is also available for create_entity. Will have to check if that works too.
- Sun Jul 17, 2016 11:52 am
- Forum: Modding help
- Topic: Train spawning
- Replies: 5
- Views: 2374
Train spawning
Hello everyone, I'm trying to destroy a train and spawn it somewhere else in space, time and even save file. So far I have run into three problems I have yet to solve: 1. How do I get the direction of locomotives (conveniently)? And how do I set this direction when creating the locomotive entities? ...
- Sat Jul 16, 2016 5:31 pm
- Forum: Ideas and Suggestions
- Topic: Merge requester chest settings on blueprint placement
- Replies: 4
- Views: 2690
Re: Merge requester chest settings on blueprint placement
This would be very useful, but also rather unintuitive. How would the player know that the game behaves in this way? There are already various features in Factorio that have this issue, and all of them have 'improvement' suggestions, which are really just alternative implementations. E.g. how the ra...
- Sat Jul 16, 2016 1:50 pm
- Forum: Ideas and Suggestions
- Topic: Connected servers / Split game worlds
- Replies: 1
- Views: 1282
Connected servers / Split game worlds
Hello everyone, My friends and I have run into something of a problem: my poor little 3.2Ghz CPU does not like it when we try to produce a super bazillion trillion items per second, while fighting of a horde of aliens that makes Attila's hordes seem cute little parades, while experimenting with a hi...