Search found 101 matches

by Oarc
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...
by Oarc
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.
by Oarc
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!)
by Oarc
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.
by Oarc
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...
by Oarc
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...
by Oarc
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 :)
by Oarc
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...
by Oarc
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.
by Oarc
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...
by Oarc
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...
by Oarc
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...
by Oarc
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...
by Oarc
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...
by Oarc
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...
by Oarc
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?
by Oarc
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!
by Oarc
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 ...
by Oarc
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...

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