Search found 71 matches
- Tue Mar 07, 2017 7:08 am
- Forum: Desyncs with mods
- Topic: [0.14.21] Desync with mod
- Replies: 7
- Views: 3259
Re: [0.14.21] Desync with mod
There was a problem with the way that we did event handling which made the ion cannon mod register the same function multiple times, specifically an on_tick function which meant that for some clients an ion cannon would be ready while for others it would not be as the times would tick down at differ...
- Mon Feb 20, 2017 8:13 am
- Forum: Modding help
- Topic: Debugging a multiplayer desync?
- Replies: 17
- Views: 7395
Re: Debugging a multiplayer desync?
You can diff (I use Beyond Compare but I only have a free trial) the files in the desync report, specifically the level.dat, level_with_tag_ticks.dat and script.dat files would probably be the most useful. You aren't guaranteed to be able to figure it out from that and interpreting the results can b...
- Mon Feb 20, 2017 8:10 am
- Forum: Won't implement
- Topic: Set playtime
- Replies: 1
- Views: 1667
Set playtime
It would be great if we could reset the playtime counter (in the multiplayer browser) or at least specify a surface for it to base the timer on. Probably it just uses game.tick now and it might be too much work to change that but it's worth a shot right?
- Sun Feb 12, 2017 8:06 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.22] Crash in scenario
- Replies: 5
- Views: 6727
[0.14.22] Crash in scenario
Here is a crash log from a PvP scenario. The exact cause is unknown.
- Tue Jan 31, 2017 6:30 am
- Forum: Ideas and Suggestions
- Topic: Chainsaw as early item
- Replies: 11
- Views: 4798
Re: Chainsaw as early item
It's 0.14, not 0.21
- Tue Jan 31, 2017 2:32 am
- Forum: Mod portal Discussion
- Topic: Mod Edit and Tests Q
- Replies: 3
- Views: 2105
Re: Mod Edit and Tests Q
If you're only changing runtime scripts (ie control.lua) then you don't need to restart Factorio, only the map. If you change data scripts though, you need to restart the game completely.
- Sun Jan 29, 2017 12:10 am
- Forum: Modding help
- Topic: Lua command for increasing depth of existing ore
- Replies: 6
- Views: 2575
Re: Lua command for increasing depth of existing ore
You'll need quotes around resource (type = "resource")Klonan wrote:Code: Select all
local resources = surface.find_entities_filtered{type = resource, area = area}
- Sun Jan 29, 2017 12:04 am
- Forum: Modding help
- Topic: Baffled by inserting equipment
- Replies: 5
- Views: 2391
Re: Baffled by inserting equipment
You do have to require util if you want to use it.daniel34 wrote:It does this because defines and util are both built-in and you don't have to require them.
- Fri Jan 27, 2017 11:12 am
- Forum: Ideas and Suggestions
- Topic: simple suggestion
- Replies: 1
- Views: 1180
Re: simple suggestion
This is already confirmed for 0.15 and I believe will support multiplayer servers too. Here is the roadmap thread, I've also seen it mentioned in other places but don't have any exact link for you.
- Mon Jan 23, 2017 2:38 pm
- Forum: Modding help
- Topic: Antigrief
- Replies: 2
- Views: 1365
Re: Antigrief
I'm not able to test (away from PC right now) but I suggest trying the on_player_selected_area event. You'll probably have to do some queue and on_tick stuff so you can cancel the deconstruction but I'm just assuming how the event works.
- Thu Jan 19, 2017 3:40 am
- Forum: Technical Help
- Topic: fix game not loading due to mods
- Replies: 3
- Views: 1753
Re: fix game not loading due to mods
You can find your mod folder is %Appdata%/Roaming/Factorio/mods usually, from there you can delete the mods that are causing the issue.
- Tue Jan 17, 2017 1:17 am
- Forum: Modding discussion
- Topic: [Solved]Export Game Event Data and Players to Log File again
- Replies: 11
- Views: 4337
Re: [Solved]Export Game Event Data and Players to Log File again
You can find the list of events here, in this case on_player_left_game is correct.Phoscur wrote:Great! And if I wanted to register players logging off, or dropping, which events would I subscribe to?
on_player_left_game?
- Sun Jan 15, 2017 7:20 am
- Forum: Multiplayer
- Topic: Instand Desync Multiplayer
- Replies: 6
- Views: 3387
Re: Instand Desync Multiplayer
We will see the updated modpack tomorrow. Until that, here is the whole report: https://drive.google.com/drive/folders/0B8gTElAzeWk1UC10eS1vdVNWbWc?usp=sharing Am I correct in saying you launched an ion cannon? The other possibility is Score Extended got messed up somehow. Anyway I will push an add...
- Sat Jan 14, 2017 1:02 pm
- Forum: Technical Help
- Topic: Game wont launch (Steam)
- Replies: 7
- Views: 3541
Re: Game wont launch (Steam)
Try opening task manager and closing all of the processes related to steam and then reopen it and try again. For reference you can find out how to get the log file here but since factorio is not actually launching in this case it would not be of use.
- Sat Jan 14, 2017 4:45 am
- Forum: Multiplayer
- Topic: Instand Desync Multiplayer
- Replies: 6
- Views: 3387
Re: Instand Desync Multiplayer
Can you try updating "3Ra-Modpack" and seeing if that changes anything? Keep a backup of the current mod in case it doesn't. If you can give me the desync report I will look into the issue more.
- Fri Jan 13, 2017 2:08 pm
- Forum: General discussion
- Topic: Pollution "blinking" once a second. What does it mean?
- Replies: 7
- Views: 3833
Re: Pollution "blinking" once a second. What does it mean?
I've heard that it's pollution being absorbed (eg by trees).
- Fri Jan 13, 2017 4:49 am
- Forum: Modding help
- Topic: /slap 5
- Replies: 17
- Views: 6240
Re: /slap 5
Consider the /evolution or /time commands, they are commands that are open to anyone. I assume that these custom commands will fire for anybody and it will be up to the modders to check player.admin if the command is for admins only, as this is a more flexible solution in several ways. I disagree. ...
- Fri Jan 13, 2017 4:41 am
- Forum: Ideas and Suggestions
- Topic: Improve the interaction between forces (multiplayer)
- Replies: 7
- Views: 3696
Re: Improve the interaction between forces (multiplayer)
Currently in 0.14 there are no "friendly" forces. There are just forces of which you've got a cease-fire. I added "friend" force support for 0.15 which gives you access to the inventories/entities on the other force. It doesn't allow full access as if you owned everything but yo...
- Thu Jan 12, 2017 3:12 pm
- Forum: Modding help
- Topic: I want to help!
- Replies: 5
- Views: 2072
Re: I want to help!
See if this interests you: viewtopic.php?f=33&t=31455&p=234870#p234870
- Thu Jan 12, 2017 7:49 am
- Forum: Modding help
- Topic: /slap 5
- Replies: 17
- Views: 6240
Re: /slap 5
Consider the /evolution or /time commands, they are commands that are open to anyone. I assume that these custom commands will fire for anybody and it will be up to the modders to check player.admin if the command is for admins only, as this is a more flexible solution in several ways.