Search found 337 matches

by roy7
Mon Oct 24, 2016 7:37 pm
Forum: Not a bug
Topic: [Twinsen] Circuit Network, Anything Vs Everything
Replies: 16
Views: 7031

[Twinsen] Circuit Network, Anything Vs Everything

In a MP game recently someone set up a smart train loading system but used the signal for "Anything" instead of "Everything". It turned out when all the chests were empty, instead of outputting 0 there was no output at all, so the system would deadlock (the inserters never run.) ...
by roy7
Fri Sep 23, 2016 1:09 am
Forum: Desyncs with mods
Topic: [0.14.8] Desync with mods.
Replies: 4
Views: 2327

Re: [0.14] Desync w/ mp

Here are the mods being used.

Edit: I know devs don't fix mods. I was just hoping you might let us know which mod it was, perhaps, so Arumba could stop using it multiplayer. :)
by roy7
Mon Sep 19, 2016 9:33 pm
Forum: Ideas and Suggestions
Topic: v14: Show latency as frames + ms
Replies: 3
Views: 2605

Re: v14: Show latency as frames + ms

ssilk wrote:yes, the one is ticks (1/60 seconds or less), the other real-time.
"Ticks Behind" maybe. :) Just anything so someone who sees "Latency: 100" won't say things like "my ping to the server is only 100".
by roy7
Sun Sep 18, 2016 2:27 pm
Forum: Ideas and Suggestions
Topic: v14: Show latency as frames + ms
Replies: 3
Views: 2605

v14: Show latency as frames + ms

I often see people who think the latency # on the F5 display is their ping to the server. Could that perhaps include the ms they are behind (based on server UPS * Latency) in a display like "Latency: 10 (160 ms)"? That might be more clear to people. Or even rename "Latency" to &q...
by roy7
Thu Sep 15, 2016 10:28 pm
Forum: Releases
Topic: Version 0.14.7
Replies: 17
Views: 17143

Re: Version 0.14.7

Someone told me player deaths only announce to their force. What if another force kills them? I hope this can be custom scripted in control.lua... In a pvp situation I think the intent is to not let other teams know. but... isn't that kind of what you want in a PvP? If your team/force kills someone...
by roy7
Thu Sep 15, 2016 10:15 pm
Forum: Releases
Topic: Version 0.14.7
Replies: 17
Views: 17143

Re: Version 0.14.7

studmuffin wrote:Someone told me player deaths only announce to their force. What if another force kills them? I hope this can be custom scripted in control.lua...
In a pvp situation I think the intent is to not let other teams know.
by roy7
Thu Sep 15, 2016 9:55 pm
Forum: Releases
Topic: Version 0.14.6
Replies: 24
Views: 22389

Re: Version 0.14.6

it is the most irritating form of griefing imo right now Perhaps one of the devs could whip up a console command to disable deconstruction planners, or even better, restrict deconstruction planner usage to people who have admin powers. Edit: Or make non-admins only able to deconstruct items they bu...
by roy7
Wed Sep 14, 2016 2:38 am
Forum: Releases
Topic: Version 0.14.5
Replies: 30
Views: 32988

Re: Version 0.14.5

Is there any sort of /admin command already where you can give admin rights to people? So they can ban people as needed.
by roy7
Wed Aug 31, 2016 4:01 pm
Forum: Pending
Topic: [0.14.1] [kovarex] Map upload/download speed seems limited
Replies: 26
Views: 10124

Re: [0.14.1] [kovarex] Upload Speed has been limited

I connected to a server last night and got a 2.5Mb download rate. Never seen it nearly that fast before. Was awesome.
by roy7
Tue Aug 30, 2016 7:45 pm
Forum: Releases
Topic: Version 0.13.19
Replies: 17
Views: 13622

Re: Version 0.13.19

TheTom wrote:You need to fix the mod logic.

I am on 13.18. I just downloaded a mod that is marked as 14.0 or upward. Which breaks the mod.

The mod should not update to an incompatible version.
Although not listed in the patch notes, this is fixed in 0.13.19 I read elsewhere.
by roy7
Tue Aug 30, 2016 7:33 pm
Forum: Pending
Topic: [0.14.1] [kovarex] Map upload/download speed seems limited
Replies: 26
Views: 10124

Re: [0.14.1]Upload Speed has been limited

I didn't only consider it, but I implemented that. If you specify the max upload speed manually, it will use that value. If you don't specify it, it will try to kind of guess it. It can be specified either in the server config file when starting headless server or in the gui when starting it in gam...
by roy7
Tue Aug 30, 2016 6:09 pm
Forum: Pending
Topic: [0.14.1] [kovarex] Map upload/download speed seems limited
Replies: 26
Views: 10124

Re: [0.14.1]Upload Speed has been limited

I increased the initial speed + increased the way it grows/slows down when downloading, so it should work better in 0.14.2. I also attempted to limit the upload speed on the server when other peer latencies start to grow, so it might get actually get worst. We shall see when the update is out (we j...
by roy7
Sat Aug 27, 2016 3:52 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.1] Desync nothing specific
Replies: 5
Views: 1832

Re: [0.14.1] Desync nothing specific

I'm curious, is this on Factorio One USA? We had 25-30 people last night for a long time, was great. Eventually people started desyncing more and more. (Reported them, appears it might be personal logisitcs and is fixed for 0.14.2.). I saw server was at 0 this morning and it's doing what you show. W...
by roy7
Sat Aug 27, 2016 3:40 pm
Forum: Releases
Topic: Version 0.14.0
Replies: 58
Views: 61606

Re: Version 0.14.0

Not currently, but we need motivate people to report desyncs so we can eliminate them as well :) Factorio One USA had ~27 people yesterday for a while, we reported some. :) Sounds like it might be fixed for 0.14.2 which we're eager to try, since many people just have desync loops now on 0.14.1 and ...
by roy7
Sat Aug 27, 2016 3:18 am
Forum: Multiplayer
Topic: Public Vanilla Server
Replies: 20
Views: 7292

Re: Public Vanilla Server

There's a desync bug in 0.14.1 that is fixed in 0.14.2 related to researching personal logistics.
by roy7
Sat Aug 27, 2016 2:49 am
Forum: Resolved Problems and Bugs
Topic: [0.14.1] Desync
Replies: 4
Views: 1177

Re: [0.14.1] Desync

I'm unsure about earlier. They almost certainly have by now. I jumped back on (The Factorio One USA server in public search if you want to join yourself), and had a desync after about 15 seconds. Then each reconnect I'd instantly desync. I'll upload a fresh report but it's probably just personal log...
by roy7
Fri Aug 26, 2016 11:03 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.1] Desync
Replies: 4
Views: 1177

[0.14.1] Desync

Playing with no mods, about 20+ people on a public server (just check game browser to see atm). Had first desync of the night after a few hours. Attaching what I can.

Every player desynced at the same time.
by roy7
Fri Aug 26, 2016 8:42 pm
Forum: Releases
Topic: Version 0.14.1
Replies: 21
Views: 23919

Re: Version 0.14.1

I'm guessing they do plan to support it in basic vanilla vehicles, or at least higher-level vehicles that you can research. But version 14 is pretty much multiplayer exclusive.
by roy7
Fri Aug 26, 2016 6:43 pm
Forum: Releases
Topic: Version 0.14.1
Replies: 21
Views: 23919

Re: Version 0.14.1

Is the Latency on the F5 screen equivalent to what it used to be set to in 0.13 multiplayer? Like I tried a quick join with 7 random people in a public game, was smooth as silk, F5 told me Latency: 18. I wasn't sure what that means. Approximately 18ms ping time between me and that other player?
by roy7
Fri Aug 26, 2016 5:16 pm
Forum: Releases
Topic: Version 0.14.0
Replies: 58
Views: 61606

Re: Version 0.14.0

It sounds like a config option to limit all combined map transfer uploads to X K/sec would be useful for people with smaller network pipes. If their upstream gets saturated with map transfer uploads, it'll slow things down for everyone.

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