Search found 18259 matches: multiplayer
Searched query: +multiplayer
- Sun Apr 05, 2026 9:41 pm
- Forum: Resolved for the next release
- Topic: [2.0.76] Multiplayer desync when using event.in_gui from CustomInputEvent
- Replies: 2
- Views: 232
Re: [2.0.76] Multiplayer desync when using event.in_gui from CustomInputEvent
Thank you. I didn't expected a fix on Easter Sunday lol.
- Sun Apr 05, 2026 7:49 pm
- Forum: Resolved for the next release
- Topic: [2.0.76] Multiplayer desync when using event.in_gui from CustomInputEvent
- Replies: 2
- Views: 232
Re: [2.0.76] Multiplayer desync when using event.in_gui from CustomInputEvent
Thanks for the report. Issue is now fixed for the next release.
Unfortunately there are no workarounds here, value of in_gui is simply unreliable up to 2.0.76 due to a bug.
Unfortunately there are no workarounds here, value of in_gui is simply unreliable up to 2.0.76 due to a bug.
- Sun Apr 05, 2026 7:12 pm
- Forum: Resolved for the next release
- Topic: [2.0.76] Multiplayer desync when using event.in_gui from CustomInputEvent
- Replies: 2
- Views: 232
[2.0.76] Multiplayer desync when using event.in_gui from CustomInputEvent
... 1.1.13)
What happened?
It looks like event.in_gui from https://lua-api.factorio.com/latest/events.html#CustomInputEvent are out of sync for multiplayer. See screen shot.
What did you expect to happen instead? It might be obvious to you, but do it anyway!
It should not desync.
Does it happen ...
What happened?
It looks like event.in_gui from https://lua-api.factorio.com/latest/events.html#CustomInputEvent are out of sync for multiplayer. See screen shot.
What did you expect to happen instead? It might be obvious to you, but do it anyway!
It should not desync.
Does it happen ...
- Sun Apr 05, 2026 6:19 am
- Forum: Modding interface requests
- Topic: Disconnect multiplayer cursors from friendship status
- Replies: 5
- Views: 290
Re: Disconnect multiplayer cursors from friendship status
... with my logistics or mess up my requests or rotate some inserter.
Basically the request is the disconnect `share_chart` from `friend` status.
There has been some missing in this area that makes it hard to create some flexible multiplayer experiences, thats why this keeps coming up repeatedly.
Basically the request is the disconnect `share_chart` from `friend` status.
There has been some missing in this area that makes it hard to create some flexible multiplayer experiences, thats why this keeps coming up repeatedly.
- Sun Apr 05, 2026 6:17 am
- Forum: Modding interface requests
- Topic: Disconnect multiplayer cursors from friendship status
- Replies: 5
- Views: 290
Re: Disconnect multiplayer cursors from friendship status
ok you're right that remote view normally requires radar coverage, but I dug into why players can see everything in my current Platformer run. And found the answer: god controller mode.
The Platformer mod (which Solo Teams is using currently) destroys the player's character entity on spawn. With no ...
The Platformer mod (which Solo Teams is using currently) destroys the player's character entity on spawn. With no ...
- Sat Apr 04, 2026 11:34 pm
- Forum: Modding interface requests
- Topic: Disconnect multiplayer cursors from friendship status
- Replies: 5
- Views: 290
Re: Disconnect multiplayer cursors from friendship status
Remote view can not view areas that are not actively explored by radar coverage. Force chart sharing is not enabled by default.
So it sounds like you’ve shared charting everywhere when you don’t actually want that.
So it sounds like you’ve shared charting everywhere when you don’t actually want that.
- Sat Apr 04, 2026 11:01 pm
- Forum: Modding interface requests
- Topic: Disconnect multiplayer cursors from friendship status
- Replies: 5
- Views: 290
Re: Disconnect multiplayer cursors from friendship status
... cursor visibility into a single boolean. For competitive or semi-cooperative mods, that's not an option.
What I actually need:
A way to make multiplayer cursors visible between forces that are not friends. Something like force.set_cursor_visible(other_force, true), just cursors, nothing else ...
What I actually need:
A way to make multiplayer cursors visible between forces that are not friends. Something like force.set_cursor_visible(other_force, true), just cursors, nothing else ...
- Sat Apr 04, 2026 9:54 pm
- Forum: Modding interface requests
- Topic: Disconnect multiplayer cursors from friendship status
- Replies: 5
- Views: 290
Re: Disconnect multiplayer cursors from friendship status
This seems very close to an XY problem.
* Players can only see areas they have active radar coverage of
* Player cursors are only relevant when they select something
* A player doesn't have to have anything selected while viewing any area
* A player can make a pin of any area they want and view it ...
* Players can only see areas they have active radar coverage of
* Player cursors are only relevant when they select something
* A player doesn't have to have anything selected while viewing any area
* A player can make a pin of any area they want and view it ...
- Sat Apr 04, 2026 9:39 pm
- Forum: Modding interface requests
- Topic: Disconnect multiplayer cursors from friendship status
- Replies: 5
- Views: 290
Disconnect multiplayer cursors from friendship status
Need an API to allow seeing multiplayer cursors even when other forces are not your friends.
I am actively working on a mod called Solo-Teams (https://mods.factorio.com/mod/solo-teams) that facilitates multiplayer mode.
One of the issues I am facing is that I need players to be able to see who is ...
I am actively working on a mod called Solo-Teams (https://mods.factorio.com/mod/solo-teams) that facilitates multiplayer mode.
One of the issues I am facing is that I need players to be able to see who is ...
- Sat Apr 04, 2026 12:44 pm
- Forum: Not a bug
- Topic: [2.0.20] Personal construction bots will take equipped armor/inventory from remote view ghost request
- Replies: 9
- Views: 2607
Re: [2.0.20] Personal construction bots will take equipped armor/inventory from remote view ghost request
... Those are clearly intended for the player only, just as how trash slots are meant for the local logistic network to be taken away.
Ignoring multiplayer griefing (there are far worse things someone could do), having weapons, ammo and armor be taken away by your own robots is not what I would ...
Ignoring multiplayer griefing (there are far worse things someone could do), having weapons, ammo and armor be taken away by your own robots is not what I would ...
- Thu Apr 02, 2026 7:52 pm
- Forum: Technical Help
- Topic: [2.0.76] Multiplayer Load game get an unexpected error followed by a crash
- Replies: 3
- Views: 242
Re: [2.0.76] Multiplayer Load game get an unexpected error followed by a crash
Well. I'm confused. It looks like the right log that the message indicated I was to upload. Was there another named file I was supposed to upload. I no longer have the log from the time it died on March 31st. But I do have the dump file. Or at least what is named factorio-dump-previous.dmp
But as ...
But as ...
- Wed Apr 01, 2026 7:10 pm
- Forum: Modding interface requests
- Topic: [2.0.12] Add LuaRecord.id and make LuaPlayer:cursor_record writable
- Replies: 2
- Views: 913
Re: [2.0.12] Add LuaRecord.id and make LuaPlayer:cursor_record writable
... The main issue is, I don't know if the string output from converting the LuaRecord is deterministic. That is to say, different clients in a multiplayer game may see different numbered IDs, and accessing them would lead to desyncs.
It'd be nice to have some comment about whether this is safe to ...
It'd be nice to have some comment about whether this is safe to ...
- Tue Mar 31, 2026 7:18 pm
- Forum: Technical Help
- Topic: [2.0.76] Multiplayer Load game get an unexpected error followed by a crash
- Replies: 3
- Views: 242
Re: [2.0.76] Multiplayer Load game get an unexpected error followed by a crash
You uploaded the wrong log.
- Tue Mar 31, 2026 6:37 pm
- Forum: Technical Help
- Topic: [2.0.76] Multiplayer Load game get an unexpected error followed by a crash
- Replies: 3
- Views: 242
Re: [ 2.0.76 (build 84451 expansion, win64)] Multiplayer Load game get an unexpected error followed by a crash
Followup... Appears to have been a memory problem. Tried loading one of the autosaves and got the message "out of memory" closed some tabs, then tried loading the original saved game again, and it worked.
- Tue Mar 31, 2026 6:28 pm
- Forum: Technical Help
- Topic: [2.0.76] Multiplayer Load game get an unexpected error followed by a crash
- Replies: 3
- Views: 242
[2.0.76] Multiplayer Load game get an unexpected error followed by a crash
Trying to load a previously saved and working game results in a "and unexpected error" dialog pops up.
Tried a second time, got the same message. Attaching log file.
Tried a second time, got the same message. Attaching log file.
- Tue Mar 31, 2026 11:11 am
- Forum: Technical Help
- Topic: [2.0.76] Modded - Multiplayer huge FPS drops
- Replies: 7
- Views: 1289
Re: [2.0.76] Modded - Multiplayer huge FPS drops
The new server is slower.
- Tue Mar 31, 2026 11:04 am
- Forum: Technical Help
- Topic: [2.0.76] Modded - Multiplayer huge FPS drops
- Replies: 7
- Views: 1289
Re: [2.0.76] Modded - Multiplayer huge FPS drops
We do now use a gameserver, fps Drops do not happen again even with larger bases now.
Any clue why it is now working via gameserver?
Any clue why it is now working via gameserver?
- Mon Mar 30, 2026 8:14 pm
- Forum: Technical Help
- Topic: [2.0.76] Modded - Multiplayer huge FPS drops
- Replies: 7
- Views: 1289
Re: [2.0.76] Modded - Multiplayer huge FPS drops
Hello, when FPS drop in a multiplayer game but UPS don't (and you are not the host), it usually means that your factory is too large to simulate and there is not enough time to prepare a frame before the next update occurs, so some frames are dropped. Extended biter fights are demanding on performance ...
- Sun Mar 29, 2026 5:54 pm
- Forum: Not a bug
- Topic: [2.0.76] Cannot use more than 1 icon in server name
- Replies: 2
- Views: 182
[2.0.76] Cannot use more than 1 icon in server name
When trying to use more than 1 icon in the sever name of a multiplayer game loaded from save game, I get the string "[virtual-signal=signal-a" entered in the server name field.
To reproduce:
1. Pick a savegame to host as multiplayer game, click Load
2. Under "Server name:" pick an icon from the icon ...
To reproduce:
1. Pick a savegame to host as multiplayer game, click Load
2. Under "Server name:" pick an icon from the icon ...
- Sat Mar 28, 2026 4:47 pm
- Forum: Technical Help
- Topic: [2.0.76] Modded - Multiplayer huge FPS drops
- Replies: 7
- Views: 1289
Re: [2.0.76] Modded - Multiplayer huge FPS drops
Ok, got multiple Screenshots and log file + savegame in that rar file