Search found 120 matches

by Merssedes
Wed Feb 28, 2018 9:32 pm
Forum: Modding help
Topic: [0.16.26] Desync on using script variable
Replies: 18
Views: 4549

Re: [0.16.26] Desync on using script variable

That's a guaranteed desync, because you're printing a value you've set in the server's environment (with the `/c TEST_VALUE=2`, everything running a map runs in sync, including running every console command) but not reloaded in the newly-connected client. Map globals are the way to share values amo...
by Merssedes
Wed Feb 28, 2018 9:31 pm
Forum: Modding help
Topic: [0.16.26] Desync on using script variable
Replies: 18
Views: 4549

Re: [0.16.26] Desync on using script variable

quyxkh wrote:If I've got the right one, it says in the readme
STEP 2
Go into config.lua and edit the strings to add your own server messages.
For this i need to restart map, isn't it?
by Merssedes
Wed Feb 28, 2018 9:19 pm
Forum: Modding help
Topic: [0.16.26] Desync on using script variable
Replies: 18
Views: 4549

Re: [0.16.26] Desync on using script variable

The source of problem is i tryed to change Oarc settings on the fly.
For example, modify MODULES_ENABLES text to show some info for joining players.
by Merssedes
Wed Feb 28, 2018 7:09 pm
Forum: Modding help
Topic: [0.16.26] Desync on using script variable
Replies: 18
Views: 4549

[0.16.26] Desync on using script variable

Test scenario: TEST_VALUE = 1 Sequence of actions: 1) start server using --start-server-load-scenario 2) connect server 3) execute (from client) /c TEST_VALUE = 2 4) disconnect server 5) connect server 6) execute (from client) /c game.player.print (TEST_VALUE) Expected: * chat message "2" ...
by Merssedes
Sat Feb 17, 2018 8:36 am
Forum: Releases
Topic: Version 0.16.24
Replies: 106
Views: 55377

Re: Version 0.16.24

Can somebody post config line to opt-out of sending crash reports?
by Merssedes
Sun Feb 11, 2018 12:21 pm
Forum: Desyncs with mods
Topic: [0.16.22] MP desync (custom scenario, no mods)
Replies: 1
Views: 1361

[0.16.22] MP desync (custom scenario, no mods)

I was only player on the server. The last thing I did I think was select AM from toolbelt.
Scenario is modification of Oarc.
by Merssedes
Tue Feb 06, 2018 8:03 pm
Forum: Technical Help
Topic: Is authentication token regeneration possible?
Replies: 6
Views: 2235

Re: Is authentication token regeneration possible?

Thanks for implementing this :)
by Merssedes
Thu Feb 01, 2018 7:08 pm
Forum: Ideas and Suggestions
Topic: Limited-use authentication tokens
Replies: 0
Views: 491

Limited-use authentication tokens

I suggest to give players possibility to get tokens with limited functionality. There is currently 3 main options to run Factorio server: 1) own PC (can be unavailable for technical reasons); 2) VPS (costs money) or dedicated server (costs even more money); 3) use Factorio hostings (requires passing...
by Merssedes
Thu Feb 01, 2018 5:35 pm
Forum: Technical Help
Topic: Is authentication token regeneration possible?
Replies: 6
Views: 2235

Re: Is authentication token regeneration possible?

UPDATE:
Changing password does not change authentication token, so quastion is currently still open.
by Merssedes
Mon Jan 29, 2018 5:12 pm
Forum: Technical Help
Topic: Is authentication token regeneration possible?
Replies: 6
Views: 2235

Re: Is authentication token regeneration possible?

steinio wrote:Seems we need a read-only token.
I'd say "for server only" token :)
by Merssedes
Mon Jan 29, 2018 5:07 pm
Forum: Technical Help
Topic: Is authentication token regeneration possible?
Replies: 6
Views: 2235

Is authentication token regeneration possible?

I've quastion: is it currently possible to regenerate (generate new) authentication token? There is some services that provide hosting for Factorio servers, but they ask for account's authentication token. As long as I type in my token there, it becomes kind-of-public. Token can be used to login und...
by Merssedes
Thu Jan 25, 2018 6:16 pm
Forum: Releases
Topic: Version 0.16.18
Replies: 26
Views: 18435

Re: Version 0.16.18

Rakshasa wrote:Since this last update I've been floating happily around the 30's. Statistics of biter kills seems steady so something good happened here.
I think it's because of
0.16.17 update wrote:Fixed that the game could create many enemy unit groups resulting in poor performance. (56683)
by Merssedes
Wed Jan 10, 2018 8:07 pm
Forum: Releases
Topic: Version 0.16.16
Replies: 100
Views: 50916

Re: Version 0.16.16

About underground belt lane splitters... IMHO, to make lane splitting the best way is add item of 1x1 tile size that will have 2 input belts and 2 output belts next way: O1 O2 I1>^ ^<I2 I3>v v<I4 O3 O4 I1 and I3 -- lanes of 1st input (2 lanes) I2 and I4 -- lanes of 2nd input O1 and O2 -- lanes of 1s...
by Merssedes
Thu Dec 21, 2017 8:32 pm
Forum: Releases
Topic: Version 0.16.7
Replies: 153
Views: 68024

Re: Version 0.16.7

I can see no problem using 3 separate wagons instead of one if you need transporting 3 fluids. Well it's not that big problem, but 3 separate wagons = +14 tiles of station length & additional train mass (1 fluid vagon weigh as 4 regular). Better alternative is to use regulat vagon & barelli...
by Merssedes
Fri Dec 15, 2017 10:33 pm
Forum: Ideas and Suggestions
Topic: Some multiplayer suggestions
Replies: 2
Views: 906

Re: Some multiplayer suggestions

#2 is possible?! Are you certain that it saved locally on your computer, and it wasn't actually the server saving for itself? When the server saves, the dialog pops up so you know it's saving and can see the progress, and so you don't assume that the game froze. "_comment_autosave_only_on_serv...
by Merssedes
Fri Dec 15, 2017 7:45 pm
Forum: Ideas and Suggestions
Topic: Some multiplayer suggestions
Replies: 2
Views: 906

Some multiplayer suggestions

I'll try not to duplicate existing... 1) Different icons for bookmarked servers. So we can separate "i want play here" from "i don't want play there" and "i'd like to play over there, but can have problems" 2) Clientside option to prevent server saving games. I saw some...
by Merssedes
Fri Dec 15, 2017 10:50 am
Forum: Releases
Topic: Version 0.16.0
Replies: 130
Views: 110541

Re: Version 0.16.0

For those who interested: changes in recipes times (hope nothing missed) recipe new old time car 2 0.5 tank 5 0.5 tank 8 0.5 (in expencive mode) locomotive 4 0.5 cargo wagon 1 0.5 fast underground belt 2 0.5 express underground belt 2 0.5 roboport 5 10 oil refinery 8 10 heat exchanger 3 0.5 heat-pip...
by Merssedes
Thu Nov 30, 2017 6:09 pm
Forum: Releases
Topic: Version 0.15.40
Replies: 24
Views: 23907

Re: Version 0.15.40

if you keep on bringing out these minor updates you'll eventually reach 0.15.99 and have no choice but to bring out 0.16.0 That's not how their version numbering works, they can just do 0.15.100 So then we need to wait for them to get to 15.999? :P ;) They better hurry up with those updates then. I...
by Merssedes
Wed Nov 01, 2017 1:15 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1233432

Re: Bugs & FAQ

mexmer wrote:both of them are listed in my mod list, as well as on Sea block thread.
see first post
viewtopic.php?f=95&t=43759&hilit=sea+block#p253582
I talked about mod itself, not mod pack.
by Merssedes
Mon Oct 30, 2017 11:33 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1233432

Re: Bugs & FAQ

hello I am trying to play the sea block mod. downloaded all the needed mods but when I start up factorio I am getting an error message. does anyone know how to fix it so I can play the mod. error is Failed to load:_ _angelsrefining_ _/prototypes/override-functions,Iua:486:attempt to index local' ef...

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