Search found 19 matches
- Sat May 09, 2020 3:35 pm
- Forum: Multiplayer
- Topic: PvP Server - Team vs Team (Recording occasionally enabled), looking for players
- Replies: 4
- Views: 2735
Re: PvP Server - Team vs Team (Recording occasionally enabled), looking for players
Resolved, game version was the issue: I'll add it to the description.
- Sat May 09, 2020 2:02 pm
- Forum: Multiplayer
- Topic: Unofficial Factorio Troll/Griefer Database
- Replies: 235
- Views: 171298
Re: [Updated 04/13/2019] Unofficial Factorio Troll/Griefer Database
Just banned "dilllimerti111i111iiill" from my server after he messed up a PvP three-hour buildup from two teams, by simply running through and removing random buildings/belt/stuff from one team... sadly I did not have autosave enabled at the moment, lessons learned. Got a recording of the ...
- Sat May 09, 2020 1:03 pm
- Forum: Multiplayer
- Topic: PvP Server - Team vs Team (Recording occasionally enabled), looking for players
- Replies: 4
- Views: 2735
Re: PvP Server - Team vs Team (Recording occasionally enabled), looking for players
It is currently open, there are about a dozen players active at the moment. Can you see other servers without issue?
- Fri May 08, 2020 11:16 am
- Forum: Multiplayer
- Topic: PvP Server - Team vs Team (Recording occasionally enabled), looking for players
- Replies: 4
- Views: 2735
PvP Server - Team vs Team (Recording occasionally enabled), looking for players
Experimental Team vs Team server. DISCORD: https://discord.gg/vcuhAW9 Public server name: Chop!Whack!Pow! - Team vs Team PVP Game version: 17.79 Max players: 32 + 1 spectator slot (Current) opening times: 10:30 ~ 22:30 GMT (depending on game finish time)[/b] Whitelist disabled until further notice....
- Mon Apr 27, 2020 10:47 am
- Forum: Technical Help
- Topic: [17.79] Automating server commands - hooking up to external process
- Replies: 0
- Views: 697
[17.79] Automating server commands - hooking up to external process
Hi all, My apologies if this is the wrong section, but it seemed to be the most appropriate one for the question. Many server commands take a long time to write, so I'm trying to create some "shortcuts" for the ones I use the most. I wrote a small program for the command conversion in C#. ...
- Wed Jul 06, 2016 5:12 pm
- Forum: Ideas and Suggestions
- Topic: [0.13] Admin command to show ping of all the players ingame
- Replies: 1
- Views: 1731
[0.13] Admin command to show ping of all the players ingame
Hi all, Pretty much what the title says... occasionally when there are multiple players in my servers, the game is lagging, yet I don't know what players are causing it. It would be nice to have an option to see the pings of the players in game, so I can filter out the ones with a bad connectivity. ...
- Tue Jun 28, 2016 4:40 pm
- Forum: Technical Help
- Topic: 0.13 Headless - Game not visible in public game list
- Replies: 3
- Views: 3123
Re: 0.13 Headless - Game not visible in public game list
Fixed: I just noticed I forgot to put in my credentials. Afterwards, I placed the settings file in the bin/x64 folder to make the path easier, which made it work
- Mon Jun 27, 2016 9:33 pm
- Forum: Technical Help
- Topic: 0.13 Headless - Game not visible in public game list
- Replies: 3
- Views: 3123
0.13 Headless - Game not visible in public game list
Thanks for the quick response: the work-around worked! I can now host the server. The only issue remaining seems to be that I cannot see it in the public game list. My config: { "name": "Tybsania[NL]", "description": "Dutch server, open to all", "tags&quo...
- Mon Jun 27, 2016 9:00 pm
- Forum: Duplicates
- Topic: 0.13 Headless - Cannot create map
- Replies: 2
- Views: 1228
0.13 Headless - Cannot create map
Hello all, I'm currently trying to host a headless server for the new version of Factorio, but I keep getting the following message after calling "./factorio --create TestMap": 0.000 2016-06-27 22:54:51; Factorio 0.13.0 (Build 22782, linux64, headless) 0.038 Operating system: Linux (Ubuntu...
- Mon Jun 27, 2016 8:02 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 205151
Re: Version 0.13.0
Apparently the game is not booting for me... I see the game icon appearing in the taskbar, I hear the music playing for a few seconds. Then the music stops, but the game icon stays, yet the game is not appearing: alt-tab isn't helping either. Guess no plays for me this evening :( [example image] I'...
- Mon Jun 27, 2016 7:48 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 205151
Re: Version 0.13.0
Apparently the game is not booting for me... I see the game icon appearing in the taskbar, I hear the music playing for a few seconds. Then the music stops, but the game icon stays, yet the game is not appearing: alt-tab isn't helping either. Guess no plays for me this evening :( https://s31.postimg...
- Sat Oct 17, 2015 2:26 pm
- Forum: Technical Help
- Topic: [0.12.11] Headless - desync
- Replies: 0
- Views: 3747
[0.12.11] Headless - desync
Greetings all, Currently, I'm occasionally having some issues with rejoining a running headless server: desyncs occur, the map is reloaded, another desync, reload, etc... until I've had enough and quit the game. Using the new "--no-auto-pause" setting, the server has been running all night...
- Fri Oct 16, 2015 4:25 pm
- Forum: Implemented Suggestions
- Topic: Setting: keep server running with zero players active
- Replies: 7
- Views: 27233
Re: Setting: keep server running with zero players active
And one patch later the disable-pause option has been implemented... you guys are awesome, thanks a lot!
- Sat Oct 03, 2015 9:21 pm
- Forum: Implemented Suggestions
- Topic: Setting: keep server running with zero players active
- Replies: 7
- Views: 27233
Re: Setting: keep server running with zero players active
There should be options for server speed for when no players are connected: 100% speed: 60 ticks per second. 1/10 speed: 6 ticks per second. 1/120 speed: 1 tick per 2 minutes Stopped: no tics per decade . As soon as one player connects, and actually enters into the game world, server speed should a...
- Sat Oct 03, 2015 9:16 pm
- Forum: General discussion
- Topic: Keep server running with zero players active
- Replies: 8
- Views: 16107
Re: Keep server running with zero players active
Awesome: thx for the responseOxyd wrote:This isn't possible, as auto-pausing the server when no one is on was one of the requirements for the dedicated server feature.
But since there's interest, adding an option to keep the world running shouldn't be too difficult.
- Sat Oct 03, 2015 2:27 pm
- Forum: Implemented Suggestions
- Topic: Setting: keep server running with zero players active
- Replies: 7
- Views: 27233
Setting: keep server running with zero players active
Greetings all, In another topic earlier today ( https://forums.factorio.com/forum/viewtopic.php?f=5&t=16772 ), I explained the issue (for me) with my server that it pauses whenever there are no players active. To my understanding, there currently is no option to change the behavior of the server...
- Sat Oct 03, 2015 2:18 pm
- Forum: General discussion
- Topic: Keep server running with zero players active
- Replies: 8
- Views: 16107
Re: Keep server running with zero players active
Thanks for the response: I found your topic after a bit of digging. I'll make a suggestion out of it indeed
- Sat Oct 03, 2015 12:00 pm
- Forum: General discussion
- Topic: Keep server running with zero players active
- Replies: 8
- Views: 16107
Re: Keep server running with zero players active
workaround: connect with another client from the server machine that just stands at 0,0 and keeps the game "alive" Thought of that: it's definitely a nice idea, but my server is purely console based and does not support graphical interfaces. Another issue there is that my linux knowledge ...
- Sat Oct 03, 2015 9:09 am
- Forum: General discussion
- Topic: Keep server running with zero players active
- Replies: 8
- Views: 16107
Keep server running with zero players active
Greetings all, Recently I got hold of a virtual server, on which I decided to keep a dedicated Factorio headless server running: I thought it would give an extra challenge to keep base defenses intact while the base is attacked overnight, with all the players being gone. However, this morning I disc...