Search found 101 matches
- Sat May 06, 2017 5:23 pm
- Forum: Desyncs with mods
- Topic: [0.15.9] Desync - Multiplayer Scenario
- Replies: 5
- Views: 2324
[0.15.9] Desync - Multiplayer Scenario
Here's my logs: https://www.dropbox.com/sh/su1j239zralfyb0/AAB6TIf3q2LTc223HC6RnA0ma?dl=0 (let me know if the link doesn't work) Here's my scenario code: https://github.com/Oarcinae/FactorioScenarioMultiplayerSpawn All players desync'd at once. No idea what the cause is. I realize there's a chance t...
- Fri May 05, 2017 12:59 am
- Forum: Ideas and Suggestions
- Topic: Queue system for multiplayer downloads.
- Replies: 5
- Views: 1948
- Wed May 03, 2017 5:20 pm
- Forum: Maps and Scenarios
- Topic: Multiplayer Individual Starting Spawns Scenario (0.17 Update)
- Replies: 31
- Views: 29441
Re: Multiplayer Individual Starting Spawns Scenario
FYI, I've updated this scenario to support 0.15
It's still active and working.
Most recently I added the option to join different teams which also have shared vision.
It's still active and working.
Most recently I added the option to join different teams which also have shared vision.
- Wed May 03, 2017 5:10 pm
- Forum: Maps and Scenarios
- Topic: Wanted: PvE Friendly Separate Teams With Own Starting Base.
- Replies: 21
- Views: 14336
Re: Wanted: PvE Friendly Separate Teams With Own Starting Base.
Yeah... that doesn't work for me. I want something where any player can join at any time and still get a decent spawn.
Either way, I have lots to learn from the PvP scenario since it's directly from the dev's hands. (Thanks devs!)
Either way, I have lots to learn from the PvP scenario since it's directly from the dev's hands. (Thanks devs!)
- Wed May 03, 2017 12:24 pm
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] Marathon/Rso Scenario.
- Replies: 4
- Views: 1998
Re: [REQUEST] Marathon/Rso Scenario.
Yeah, I just wish the 0.15 would implement a new auto mod loading system that asks you if you want to configure all your mods (automatically) to match the server you are trying to join.
It really kills multiplayer modded servers. Which is the only reason I'm so into scenarios and soft-mods.
It really kills multiplayer modded servers. Which is the only reason I'm so into scenarios and soft-mods.
- Wed May 03, 2017 12:22 pm
- Forum: Maps and Scenarios
- Topic: Wanted: PvE Friendly Separate Teams With Own Starting Base.
- Replies: 21
- Views: 14336
Re: Wanted: PvE Friendly Separate Teams With Own Starting Base.
The biters issue with far away bases is pretty easily fixed with RSO (I use a soft mod version embedded directly into the scenario). I'll take a look at how the devs solved this problem in the PvP scenario. How does the PvP scenario handle players joining after the map has already been setup and sta...
- Wed May 03, 2017 12:19 pm
- Forum: Ideas and Suggestions
- Topic: Queue system for multiplayer downloads.
- Replies: 5
- Views: 1948
Re: Queue system for multiplayer downloads.
@Lav - That would be neat, but probably a lot more effort from the devs :) I'm just asking for a very simple, OPTIONAL feature, that would even just tell the person trying to join: "Sorry, join queue is full, try again in a few minutes". Would improve my server playability by a significant...
- Wed May 03, 2017 12:27 am
- Forum: Maps and Scenarios
- Topic: Scenario Map Settings & --scenario2map ?
- Replies: 3
- Views: 3990
Re: Scenario Map Settings & --scenario2map ?
So the way I think you can get around this is by not using the main game surface.
On player created and on init. Use a new surface and provide whatever settings you want.
This way, a scenario with any map-get settings can be created from the command line
On player created and on init. Use a new surface and provide whatever settings you want.
This way, a scenario with any map-get settings can be created from the command line
- Wed May 03, 2017 12:15 am
- Forum: Maps and Scenarios
- Topic: Wanted: PvE Friendly Separate Teams With Own Starting Base.
- Replies: 21
- Views: 14336
Re: Wanted: PvE Friendly Separate Teams With Own Starting Base.
I'll take a chance at plugging my own scenario: https://github.com/Oarcinae/FactorioScenarioMultiplayerSpawn The pros: It's very simple to use and start a game. I don't like complex GUIs in the game to configure stuff. I also like that people can join the game later at anytime. I just added the abil...
- Wed May 03, 2017 12:01 am
- Forum: Ideas and Suggestions
- Topic: Queue system for multiplayer downloads.
- Replies: 5
- Views: 1948
Queue system for multiplayer downloads.
Looks like there's already a post on this issue so I'll just link it here:
viewtopic.php?f=66&t=37950
(It's not implemented but is in that sub-forum for some reason.)
Quick summary: Please add an option to limit number of players actively downloading the map.
viewtopic.php?f=66&t=37950
(It's not implemented but is in that sub-forum for some reason.)
Quick summary: Please add an option to limit number of players actively downloading the map.
- Tue May 02, 2017 11:59 pm
- Forum: Implemented Suggestions
- Topic: multiplayer join queue system
- Replies: 5
- Views: 2576
Re: multiplayer join queue system
I would like to bump this topic again as for my server, it really would mean the difference between an active and a dead server. I also disagree with daniel34 but I do understand the logic. I just don't think that would happen more than what is actually happening, which is too many players joining a...
- Wed Apr 26, 2017 4:37 pm
- Forum: Maps and Scenarios
- Topic: Scenario Map Settings & --scenario2map ?
- Replies: 3
- Views: 3990
Re: Scenario Map Settings & --scenario2map ?
I wanted to bump this thread since 0.15 has added some map generation stuff. My question is still: Can I generate a NEW scenario (that doesn't have a fixed map) map from the command line? :?: I want to be able to specify the scenario folder, the map gen settings file, and create a map from the comma...
- Wed Apr 26, 2017 3:51 pm
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] Marathon/Rso Scenario.
- Replies: 4
- Views: 1998
Re: [REQUEST] Marathon/Rso Scenario.
For those who find this thread, yes, it IS possible to use RSO in a scenario. I did it and talked to orzelek (mod author) about it as well. As long as the mod doesn't require modifying the base game data (as DaveMcW mentioned), you can actually use quite a lot of mods as "soft mods" embedd...
- Wed Apr 26, 2017 11:48 am
- Forum: Maps and Scenarios
- Topic: Multiplayer Individual Starting Spawns Scenario (0.17 Update)
- Replies: 31
- Views: 29441
Re: Multiplayer Individual Starting Spawns Scenario
The way to get RSO in is a little bit complicated... The best way would probably be to copy what I did from my scenario. You should just be able to include the same files and make sure the chunk generate event is called correctly. The only thing I have to warn is that you can't use any scenario with...
- Wed Apr 26, 2017 11:00 am
- Forum: Duplicates
- Topic: [0.15.2] - Server Crash - Multiplayer - Blueprint Related?
- Replies: 2
- Views: 967
[0.15.2] - Server Crash - Multiplayer - Blueprint Related?
Hi Factorio Team, Running: Linux Ubuntu 64bit headless, Custom scenario Crashed due to unknown reason (someone said it happened during an autosave, but I'm not sure about this.) I attached the server log and a user log file one of my players sent to me. Both seem to be blueprint related? Server Erro...
- Wed Apr 26, 2017 2:15 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.2] Crash - Multiplayer - Unknown cause
- Replies: 1
- Views: 2281
[0.15.2] Crash - Multiplayer - Unknown cause
I saw a crash on my multiplayer server that I host. It uses a custom scenario. Clients didn't get any error message besides a disconnect. (Usually I see error messages when the scenario has a bug.) Running on linux ubuntu 64 bit, headless. Max 10 players. Custom scenario (that was stable on 0.14 - r...
- Tue Apr 25, 2017 12:46 am
- Forum: Releases
- Topic: Version 0.15.0
- Replies: 152
- Views: 142310
Re: Version 0.15.0
What exactly does "Changed evolution from global to per force." mean?
If there are 2 forces on the map near each other, how does biter evolution work?
If there are 2 forces on the map near each other, how does biter evolution work?
- Sun Jan 15, 2017 1:13 pm
- Forum: Desyncs with mods
- Topic: [0.14.21] Desync - Custom Scenario
- Replies: 2
- Views: 1369
Re: [0.14.21] Desync - Custom Scenario
Okay that's what I figured. I'll keep looking through my scenario code.
Thanks for the reply anyway!
Thanks for the reply anyway!
- Sat Jan 14, 2017 12:02 pm
- Forum: Desyncs with mods
- Topic: [0.14.21] Desync - Custom Scenario
- Replies: 2
- Views: 1369
[0.14.21] Desync - Custom Scenario
Hi again, A few players on my server seem to be getting a lot of desyncs. One of them in particular has a bad net connection. From what I understand, any kind of desync is never expected? I'm running a custom scenario on my home linux server, headless install. The code for the scenario can be found ...
- Thu Dec 22, 2016 2:41 pm
- Forum: Maps and Scenarios
- Topic: Scenario Map Settings & --scenario2map ?
- Replies: 3
- Views: 3990
Scenario Map Settings & --scenario2map ?
Hello, When using --scenario2map to create a new random map from a scenario, how do you change the map settings like the resource amounts? My scenario doesn't use any of the .dat files as I want a new map each time I generate it. My current method is to create a single player game, which gives you t...