Search found 973 matches
- Tue Oct 06, 2015 6:50 pm
- Forum: Ideas and Suggestions
- Topic: Authentication and proper server management
- Replies: 15
- Views: 20002
Authentication and proper server management
DRM free is nice for single player games, but it's not so nice anymore when unknown people are connecting to your server with a different name each time. Having to set up a custom firewall isn't how this should be handled. Coming from other multiplayer games like this, I think the following should b...
- Tue Oct 06, 2015 6:15 pm
- Forum: Won't implement
- Topic: Client-side scripts to send custom events to sim; readfile()
- Replies: 29
- Views: 23641
Re: Client-side scripts to send custom events to sim; readfile()
I don't know how your lua integration works in detail, but can't you just forbid changing the game state in client scripts? Let client.lua only read from the game state and access local things that won't change the game state like guis, chat or files. To change things it needs to send an event to th...
- Mon Oct 05, 2015 7:23 pm
- Forum: Won't implement
- Topic: Client-side scripts to send custom events to sim; readfile()
- Replies: 29
- Views: 23641
Re: Readfile method
You don't have to do the work of modders, if a mod causes a desync because it is badly programmed then that's the modders fault, not yours! ;) It doesn't work that way in the real world :P every mod that breaks gets blamed on the game engine and not the mod. But you're not breaking mods, they just ...
- Mon Oct 05, 2015 6:29 pm
- Forum: Won't implement
- Topic: Client-side scripts to send custom events to sim; readfile()
- Replies: 29
- Views: 23641
Re: Readfile method
Right now the blueprint saving/loading mods that exist simply take the input through a GUI text field. The user pastes the blueprint text into the GUI and the mod reads the GUI. Yes but this isn't user friendly and annoying to use. You have to minimize factorio and open a text editor. (https://www....
- Mon Oct 05, 2015 5:34 pm
- Forum: Won't implement
- Topic: Client-side scripts to send custom events to sim; readfile()
- Replies: 29
- Views: 23641
Re: Readfile method
As far as mods are aware they never know they're being run in a MP game. Why not? This may be important for some things. Mods do no syncing of data and they don't need to - they simply respond to the events generated by the game and do what ever logic they see fit based off those events. No extra d...
- Mon Oct 05, 2015 2:55 pm
- Forum: Won't implement
- Topic: Client-side scripts to send custom events to sim; readfile()
- Replies: 29
- Views: 23641
Re: Readfile method
not gonna happen because it leads to desyncs when the files on each client aren't synced How would this lead to a desync? Other clients don't even need to know whether the file exists or that it has been read at all. For example you could load settings in a client sided gui. Other clients don't eve...
- Mon Oct 05, 2015 2:39 pm
- Forum: Won't implement
- Topic: Client-side scripts to send custom events to sim; readfile()
- Replies: 29
- Views: 23641
Re: Readfile method
not gonna happen because it leads to desyncs when the files on each client aren't synced How would this lead to a desync? Other clients don't even need to know whether the file exists or that it has been read at all. For example you could load settings in a client sided gui. Other clients don't eve...
- Mon Oct 05, 2015 2:26 pm
- Forum: Won't implement
- Topic: Client-side scripts to send custom events to sim; readfile()
- Replies: 29
- Views: 23641
Client-side scripts to send custom events to sim; readfile()
There's a makefile method to write a file and store data, but no matching readfile method to access the data later.
This would be really useful to persistently store mod settings and similar things, shared between multiple save games.
This would be really useful to persistently store mod settings and similar things, shared between multiple save games.
- Mon Oct 05, 2015 1:40 pm
- Forum: General discussion
- Topic: Factorio 100 000 copies sold in...
- Replies: 14
- Views: 18935
Re: Factorio 100 000 copies sold in...
Your counter sucks! It went from 99998 to 100001...
- Mon Oct 05, 2015 10:18 am
- Forum: Not a bug
- Topic: [0.12.10] Bad split on compressed belts
- Replies: 8
- Views: 14302
Re: [0.12.10] Bad split on compressed belts
If it's like this by design, how do you get the output belts to not have only one side?kovarex wrote:It is design. Splitting by item is designed to work like that. You can have more things per lane, why couldn't you?
- Mon Oct 05, 2015 8:52 am
- Forum: Not a bug
- Topic: [0.12.10] Bad split on compressed belts
- Replies: 8
- Views: 14302
Re: [0.12.10] Bad split on compressed belts
Normal and known behaviour, moved to Not a bug. Do you like this pattern on your belts? http://i.imgur.com/Fj9F9cJ.png If that's normal, then it's a design bug. Splitting per item is unnecessary as you shouldn't have more than one thing per lane anyways. Per lane split would have the same effect fo...
- Sun Oct 04, 2015 9:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.10] Error in base/scenarios/sandbox/control.lua
- Replies: 2
- Views: 1638
Re: [0.12.10] Error in base/scenarios/sandbox/control.lua
Woops, didn't see it was already posted.
- Sun Oct 04, 2015 9:03 pm
- Forum: News
- Topic: Friday Facts #106 - Brain satisfaction tool
- Replies: 41
- Views: 42551
Re: Friday Facts #106 - Brain satisfaction tool
Spitters already attack from a long enough range, do you really want biter artillery?!RedstoneMandu wrote: 2)Long-range bitters that can attack things from far away. Probably acidic/poisonous spit or something.
- Sun Oct 04, 2015 8:13 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 138184
Re: [MOD 0.12] Blueprint String
Mods are not allowed to read anything in script-output. The only files they are allowed to read will break multiplayer if you edit them. I'm sorry... what the nonsense? A script can write a file but not read it later? That sounds like it is 1) a design fail or 2) an oversight. Does that mean there ...
- Sun Oct 04, 2015 8:01 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 138184
Re: [MOD 0.12] Blueprint String
Can you also add a "Load..." button that shows a list of saved blueprints and let's me chose one? Then it is perfect. Sorry, that is not possible with my .txt file design. You can try this mod instead: https://forums.factorio.com/forum/viewtopic.php?t=14243 That doesn't work in multiplaye...
- Sun Oct 04, 2015 7:45 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 138184
Re: [MOD 0.12] Blueprint String
Why is there only a save all button? I can't save an individual blueprint (the one I have selected) and give it a custom file name? Good idea, I added a "Save As..." button in version 2.1.0. Can you also add a "Load..." button that shows a list of saved blueprints and let's me c...
- Sun Oct 04, 2015 3:20 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 138184
Re: [MOD 0.12] Blueprint String
Why is there only a save all button? I can't save an individual blueprint (the one I have selected) and give it a custom file name?
- Sun Oct 04, 2015 2:40 pm
- Forum: Not a bug
- Topic: [0.12.10] Circuit network get_blueprint_entities and create_entity
- Replies: 6
- Views: 9407
Re: [0.12.10] Circuit network get_blueprint_entities and create_entity
It doesn't even make sense to connect them like this, does it?
- Sun Oct 04, 2015 2:27 pm
- Forum: Not a bug
- Topic: [0.12.10] Bad split on compressed belts
- Replies: 8
- Views: 14302
[0.12.10] Bad split on compressed belts
With the same stuff on both lanes: http://i.imgur.com/Fj9F9cJ.png With different stuff on the lanes: http://i.imgur.com/jlpaeuR.png Looks like both lanes are split together if they contain the same stuff, and seperately if they don't. It should be changed so the two lanes are always split seperately
- Sun Oct 04, 2015 11:17 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.10] Error in base/scenarios/sandbox/control.lua
- Replies: 2
- Views: 1638
[0.12.10] Error in base/scenarios/sandbox/control.lua
This should say story_update so we don't get this error: