Search found 1428 matches

by Oxyd
Tue Jul 21, 2015 9:21 am
Forum: Resolved Problems and Bugs
Topic: [0.12.0] Crash in 3rd mission in New Hope campaign
Replies: 1
Views: 1032

Re: [0.12.0] Crash in 3rd mission in New Hope campaign

This has been fixed in 0.12.1.
by Oxyd
Mon Jul 20, 2015 8:58 pm
Forum: Technical Help
Topic: game crash after update 0.12
Replies: 6
Views: 4287

Re: game crash after update 0.12

Did this by any chance happen when trying to play the second or third tutorial mission?
by Oxyd
Mon Jul 20, 2015 11:04 am
Forum: Resolved Problems and Bugs
Topic: [0.12.0] Turret change imballance.
Replies: 2
Views: 2433

Re: [0.12.0] Turret change imballance.

Oh, dangit, did I really forget to change the gun turret's health? I'll fix it.

Turret rebalancing and combat in general is a larger topic that we want to properly focus on in the future versions. For now, the turrets should be pretty much the same as they were in 0.11, except bigger.
by Oxyd
Sun Jul 19, 2015 11:51 pm
Forum: General discussion
Topic: The explosive shell
Replies: 4
Views: 5558

Re: The explosive shell

Dog's specifically, eh?
by Oxyd
Sun Jul 19, 2015 8:03 pm
Forum: Multiplayer / Dedicated Server
Topic: Dedicated Server Guide on Windows
Replies: 42
Views: 205170

Re: Dedicated Server Guide on Windows

You can use the --autosave-interval and --latency parameters on the command line. E.g. factorio.exe --start-server map --autosave-interval 10 --latency 12 This will set autosave interval to 10 minutes and latency to 200 ms. The --latency parameter is in ticks, so that's how you go from 12 to 200 ms....
by Oxyd
Sun Jul 19, 2015 11:29 am
Forum: Resolved Problems and Bugs
Topic: [0.12][cube] Headless server not working with more than one
Replies: 40
Views: 25514

Re: [0.12] Headless server not working with more than one player

You can try editing config.ini on the computer you're trying to play on (not the server). Change the port value to something other than the default – for instance, set port=34198. You might have to set up port forwarding to forward 34198 to your computer. And yes, this seems to be yet another limita...
by Oxyd
Sun Jul 19, 2015 11:23 am
Forum: Releases
Topic: Version 0.12.0
Replies: 165
Views: 140115

Re: Version 0.12.0

Unless you have some mod that add biters to another force, kill_all_units should have removed all biters, no exceptions. I'll look into that.
by Oxyd
Sun Jul 19, 2015 12:07 am
Forum: Resolved Problems and Bugs
Topic: [0.12][cube] Headless server not working with more than one
Replies: 40
Views: 25514

Re: [0.12] Headless server not working with more than one player

Actually, sorry about that, I was confused there for a while. To clear this up: Your server is up and running, there are people connected to it and they can play just fine. But you can't join the game because you can't connect to some other players. Is that right? This means that when the progress b...
by Oxyd
Sun Jul 19, 2015 12:03 am
Forum: Releases
Topic: Version 0.12.0
Replies: 165
Views: 140115

Re: Version 0.12.0

There is no true alliance currently. All you can do is set cease-fire: game.forces['force 1'].set_cease_fire('force 2', true) – after this, turrets and mines of force 1 won't engage players from force 2. But the forces are still enemies, they each have their own research, they can't access each othe...
by Oxyd
Sat Jul 18, 2015 11:47 pm
Forum: Resolved Problems and Bugs
Topic: [0.12][cube] Headless server not working with more than one
Replies: 40
Views: 25514

Re: [0.12] Headless server not working with more than one player

The way you check whether a port is open is by requesting something to be sent to that port and then you wait and see if it actually arrives. Which essentially is what Factorio does. Or should do, anyway. These peers should drop out and be removed from the game when the progress bar reaches the end....
by Oxyd
Sat Jul 18, 2015 11:29 pm
Forum: Releases
Topic: Version 0.12.0
Replies: 165
Views: 140115

Re: Version 0.12.0

Code: Select all

game.create_force('force 1')
game.create_force('force 2')
game.get_player('friend 1').force = game.forces['force 1']
game.get_player('friend 2').force = game.forces['force 2']
Research is separate for each force and turrets will automatically engage anyone from any force other than their owner's.
by Oxyd
Sat Jul 18, 2015 11:17 pm
Forum: Resolved Problems and Bugs
Topic: [0.12][cube] Headless server not working with more than one
Replies: 40
Views: 25514

Re: [0.12] Headless server not working with more than one player

Yup, that's exactly how it works. (Also UDP – Factorio uses UDP for all of its multiplayer.)

Star topology might come in a future update.
by Oxyd
Sat Jul 18, 2015 10:24 pm
Forum: Resolved Problems and Bugs
Topic: [0.12][cube] Headless server not working with more than one
Replies: 40
Views: 25514

Re: [0.12] Headless server not working with more than one player

Error MultiplayerManager.cpp:107: MultiplayerManager failed: "Failed to establish connection with peer 79.x.x.x:34197." This is not the server ip and I've no idea why it would connect to a random peer on that port. It seems it wants to connect to all other peers on that port, but I assume...
by Oxyd
Sat Jul 18, 2015 10:10 am
Forum: Releases
Topic: Version 0.12.0
Replies: 165
Views: 140115

Re: Version 0.12.0

DopeEx wrote:D:\Factorio\bin\x64\Factorio.exe --start-server --mp-load-game MP.zip
You have a superfluous --mp-load-game there.

The correct command line is factorio.exe --start-server MP.zip
by Oxyd
Sat Jul 18, 2015 10:09 am
Forum: Releases
Topic: Version 0.12.0
Replies: 165
Views: 140115

Re: Version 0.12.0

From OP Replaced LuaGameScript::kill_all_enemies() by LuaForce::kill_all_units(). I still cant get this to work, tried /c game.kill_all_units() /c force.kill_all_units() and a couple of hundred other variations on this..... I have no knowledge of LUA whatsoever, so maybe im missing something really...
by Oxyd
Sat Jul 18, 2015 10:06 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] 0.12 world deleted
Replies: 9
Views: 3369

Re: 0.12 world deleted

Aha. On Windows, when a process reads file, it locks it so other processes can't write it. This might be it. I still wonder how it could've been deleted when it was locked.

I agree it shouldn't be deleted.
by Oxyd
Sat Jul 18, 2015 2:09 am
Forum: Resolved Problems and Bugs
Topic: [0.12] Random crash in singleplayer
Replies: 2
Views: 1054

Re: [0.12] Random crash in singleplayer

Can you share the map you tried to load? The lotsaoil.zip one.
by Oxyd
Sat Jul 18, 2015 1:53 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] 0.12 world deleted
Replies: 9
Views: 3369

Re: 0.12 world deleted

Also do you have any anti-virus software installed on your computer? Do you know if it was doing something when this happened? Such as scanning your PC.
by Oxyd
Sat Jul 18, 2015 1:39 am
Forum: Resolved Problems and Bugs
Topic: [0.12.0][Oxyd] Consistant crash
Replies: 6
Views: 3413

Re: [0.12.0] Consistant crash

That is quite possible, yes. It would be nice if you could give us a way to reproduce it so we can fix it. We made some changes to the structure of the AI and pathfinding code specifically because of your enemies mod, but we did them quite late – just two weeks ago, actually – so it's not as polishe...

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