Search found 110 matches
- Tue Jul 18, 2017 9:02 pm
- Forum: Ideas and Suggestions
- Topic: game.speed?... how about game.rate!
- Replies: 2
- Views: 1790
Re: game.speed?... how about game.rate!
This only does walk speed ( not everything else ) but is still very handy. Having to walk slower with slowed game is painful. Just leaving this here for everyone, because manually setting game.speed and player walk speed is annoying... commands.add_command( "gspeed", "change game spee...
- Fri Jul 14, 2017 2:30 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.29] Pausing Headless Server kills user input
- Replies: 3
- Views: 1890
Re: [0.15.29] Pausing Headless Server kills user input
Same here, as well.
- Thu Jul 06, 2017 8:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.17] Extreme performance loss in the blueprint menu
- Replies: 5
- Views: 3404
Re: [Oxyd] [0.15.17] Extreme performance loss in the blueprint menu
I routinely have servers with > 200 players in /p c. I've actually taken to clearing them when they get really large. (via /c remove_offline_players() ) If there is/could be a way to access a unix epoch, i would probably script it to auto-remove players with less than X amount of time played after X...
- Thu Jul 06, 2017 7:42 pm
- Forum: Ideas and Suggestions
- Topic: [0.13][multiplayer]Bookmark servers
- Replies: 11
- Views: 4324
Multiplayer server name/bookmark
It would be great, if somewhere in the UI it showed the name of the server you are connected to, with an option to bookmark it.
I constantly get asked what the name of the server is, so they can find it again.
I constantly get asked what the name of the server is, so they can find it again.
- Tue Jul 04, 2017 6:22 am
- Forum: Duplicates
- Topic: [Oxyd] [0.15.27] Crash, 45 seconds after login.
- Replies: 3
- Views: 1475
Re: [0.15.27] Crash, 45 seconds after login.
Thanks for attaching to the same thread, and sending in a report as well.
- Tue Jul 04, 2017 12:30 am
- Forum: Duplicates
- Topic: [Oxyd] [0.15.27] Crash, 45 seconds after login.
- Replies: 3
- Views: 1475
[Oxyd] [0.15.27] Crash, 45 seconds after login.
Map does contain custom scenario script, but I haven't had any desyncs or crashes in ages. No changes made to script in quite some time. Quote: 984.978 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(71.199.34.202:59763) 984.978 Refusing connection for address (71.199.34.20...
- Wed Jun 28, 2017 6:55 pm
- Forum: Desyncs with mods
- Topic: Random large desync
- Replies: 2
- Views: 1326
Re: Random large desync
Thanks, no problem.
- Wed Jun 28, 2017 6:32 pm
- Forum: Desyncs with mods
- Topic: Random large desync
- Replies: 2
- Views: 1326
Random large desync
Server with 11 players online...
7 of the 11 people desynced at once.
0.15.23
7 of the 11 people desynced at once.
0.15.23
- Fri Jun 23, 2017 4:15 am
- Forum: Desyncs with mods
- Topic: 0.15.23 (softmod)
- Replies: 0
- Views: 931
0.15.23 (softmod)
Listing as modded, because of softmod/scenario.
I set my own force as "enemy" and built some structures near a biter base.
I logged off, and back on... took down some belt and desynced.
No idea if it is related or not, but i saw something with silo-script...
I set my own force as "enemy" and built some structures near a biter base.
I logged off, and back on... took down some belt and desynced.
No idea if it is related or not, but i saw something with silo-script...
- Tue Jun 20, 2017 4:11 am
- Forum: Desyncs with mods
- Topic: Desync loop with mods [ 0.15.21 ]
- Replies: 1
- Views: 1256
Re: Desync loop with mods [ 0.15.21 ]
Didn't look closely... i think this is the moweather mod.
Shame, the rain sound / droplets are soothing.
--Update disabled moweather... desyncs stopped.
Shame, the rain sound / droplets are soothing.
--Update disabled moweather... desyncs stopped.
- Tue Jun 20, 2017 2:51 am
- Forum: Desyncs with mods
- Topic: Desync loop with mods [ 0.15.21 ]
- Replies: 1
- Views: 1256
Desync loop with mods [ 0.15.21 ]
Desync looped on connect. I'll take a look myself, when I'm on my other machine. modslist: arumbalights_0.14.4.zip AutoDeconstruct_0.1.8.zip autofill_1.4.8.zip auto-research_3.4.0.zip Bottleneck_0.8.5.zip bullet-trails_0.2.4.zip even-distribution_0.2.4.zip FARL_1.1.2.zip FastLongInserters_1.2.1.zip ...
- Sun Jun 18, 2017 4:41 pm
- Forum: Ideas and Suggestions
- Topic: game.speed?... how about game.rate!
- Replies: 2
- Views: 1790
game.speed?... how about game.rate!
On larger maps, many people's computers cannot keep up on multiplayer. So, on larger maps. I set game.speed to half.. and double walking speed. I'm probably going to attempt to mod all the speeds i can to match the normal speed. But it would be nice if there was a game.rate ( ... or something ) that...
- Mon Jun 12, 2017 10:39 am
- Forum: Desyncs with mods
- Topic: [0.15.19] Desync with softmod (scenario) on connect
- Replies: 9
- Views: 3351
Re: [0.15.19] Desync with softmod (scenario) on connect
Interesting, ill check when i get home.
- Mon Jun 12, 2017 10:26 am
- Forum: Desyncs with mods
- Topic: [0.15.19] Desync with softmod (scenario) on connect
- Replies: 9
- Views: 3351
Re: [0.15.19] Desync with softmod (scenario) on connect
13.449 Error MainLoop.cpp:943: Exception at tick 5121: Error while running event level::on_tick (ID 0) ...ect/Users/CarlO/17266/temp/currently-playing/control.lua:395: attempt to perform arithmetic on field 'last_s_tick' (a nil value) 13.449 Error ServerMultiplayerManager.cpp:94: MultiplayerManager...
- Sat Jun 10, 2017 9:51 pm
- Forum: Desyncs with mods
- Topic: [0.15.19] Desync with softmod (scenario) on connect
- Replies: 9
- Views: 3351
Re: [0.15.19] Desync with softmod (scenario) on connect
Roger that. Thank you for taking the time to look, and reply. That was very kind of you! This company has great people. I think the only reason I did that, was I think I started with someone else's script originally, and they had done things that way. I tried putting it in on_load (incase the timing...
- Sat Jun 10, 2017 6:09 pm
- Forum: Desyncs with mods
- Topic: [0.15.19] Desync with softmod (scenario) on connect
- Replies: 9
- Views: 3351
Re: [0.15.19] Desync with softmod (scenario) on connect
Interesting, i'll take a look at it.
Thanks for the feedback.
Thanks for the feedback.
- Sat Jun 10, 2017 2:46 pm
- Forum: Desyncs with mods
- Topic: [0.15.19] Desync with softmod (scenario) on connect
- Replies: 9
- Views: 3351
Re: [0.15.19] Desync with softmod (scenario) on connect
I did some digging in the report... and it's a bit odd.
See below:
http://i.imgur.com/4qWZKkI.png <--(Click to enlarge)
Is this location object lock data or something else?
See below:
http://i.imgur.com/4qWZKkI.png <--(Click to enlarge)
Is this location object lock data or something else?
- Sat Jun 10, 2017 11:28 am
- Forum: Desyncs with mods
- Topic: [0.15.19] Desync with softmod (scenario) on connect
- Replies: 9
- Views: 3351
[0.15.19] Desync with softmod (scenario) on connect
Don't know if this is the script, or a vanilla factorio problem. But the same script is running on 3 servers... So far only occurred on one server with very large map. Desync occurs on connect. Im posting it here, so it is known the cause could possibly be script related. But, restarting the factori...
- Fri Jun 09, 2017 8:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.16] Permissions window passes keypresses
- Replies: 4
- Views: 2651
Re: [Rseding91] [0.15.16] Permissions window passes keypresses
Still passes wasd movement.
- Sun Jun 04, 2017 2:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.15.18] game crashes when loading a sprite-button
- Replies: 6
- Views: 3103
Re: [kovarex] [0.15.18] game crashes when loading a sprite-button
This is fantastic! I was going to ask for an option to have it close.