Search found 120 matches
- 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...
- 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
For this i need to restart map, isn't it?quyxkh wrote:If I've got the right one, it says in the readmeSTEP 2
Go into config.lua and edit the strings to add your own server messages.
- 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.
For example, modify MODULES_ENABLES text to show some info for joining players.
- 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" ...
- 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?
- 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.
Scenario is modification of Oarc.
- 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
- 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...
- 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.
Changing password does not change authentication token, so quastion is currently still open.
- 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?
I'd say "for server only" tokensteinio wrote:Seems we need a read-only token.
- 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...
- Thu Jan 25, 2018 6:16 pm
- Forum: Releases
- Topic: Version 0.16.18
- Replies: 26
- Views: 18435
Re: Version 0.16.18
I think it's because ofRakshasa 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.
0.16.17 update wrote:Fixed that the game could create many enemy unit groups resulting in poor performance. (56683)
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- Wed Nov 01, 2017 1:15 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1233432
Re: Bugs & FAQ
I talked about mod itself, not mod pack.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
- 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...