Search found 21 matches
- Tue Apr 16, 2024 5:52 pm
- Forum: Not a bug
- Topic: [0.16.16] Tile prototype limit (255) too low
- Replies: 30
- Views: 20407
Re: [0.16.16] Tile prototype limit (255) too low
Anyway 255 is very reasonable maximum number of tile types. Vanilla uses just 31, so mods can still add more than 200 tile types. Go complain to the mod creators to keep their usage of tiles reasonable :)
The tile limit is easily broken when using the various space mods (they add a lot of tiles ...
- Sun Jan 10, 2021 1:45 pm
- Forum: Ideas and Requests For Mods
- Topic: WIP - concept art for a Factorio Forklift Drone
- Replies: 0
- Views: 936
WIP - concept art for a Factorio Forklift Drone
https://i.imgur.com/6zI8AzF.png
Idea is to make my own variant of transport drones. I didn't like that drones require petroleum nor the limited controls with requester depots.
I want to use this new mod I am working on to make a "mail" delivery system
Inspiration for the drone is a mix between a ...
Idea is to make my own variant of transport drones. I didn't like that drones require petroleum nor the limited controls with requester depots.
I want to use this new mod I am working on to make a "mail" delivery system
Inspiration for the drone is a mix between a ...
- Sun Jan 10, 2021 8:35 am
- Forum: General discussion
- Topic: 3D model source files?
- Replies: 9
- Views: 17994
Re: 3D model source files?
I'd like to have access to the assets too. Creating mods that replicate in game entities can be difficult with photoshop alone. Having a set of 3D objects to work with would be very helpful
- Sat Jan 09, 2021 3:34 pm
- Forum: Multiplayer / Dedicated Server
- Topic: Headless Factorio Server Interface
- Replies: 9
- Views: 6368
Re: Headless Factorio Server Interface
Actually if you want to follow my work, I'll be announcing when I intend to open it up for a public beta on my "todo" list - viewtopic.php?f=34&t=93708
- Sat Jan 09, 2021 3:24 pm
- Forum: Multiplayer / Dedicated Server
- Topic: Headless Factorio Server Interface
- Replies: 9
- Views: 6368
Re: Headless Factorio Server Interface
so is there a beta available to test?
Not yet. I'm going between 4 different projects right now. Right now my next goal is to get my recursive blueprints mod expansion out. Then wrap up my work for Clusterio. Then I'll return here. I'm waiting until Clusterio, because Clusterio also uses RCON ...
- Tue Dec 29, 2020 6:57 am
- Forum: Multiplayer / Dedicated Server
- Topic: Headless Factorio Server Interface
- Replies: 9
- Views: 6368
Re: Headless Factorio Server Interface
Patch is coming along. I am going between 3 different factorio projects right now. I've got this one, Clusterio and recursive blueprints.
Currently, the patch is officially written, however there isn't a client/client script written to work well with asynchronous RCON. That's the next step. I need ...
Currently, the patch is officially written, however there isn't a client/client script written to work well with asynchronous RCON. That's the next step. I need ...
- Sat Dec 26, 2020 9:46 pm
- Forum: Won't implement
- Topic: LuaRCON instances should persist!
- Replies: 12
- Views: 6860
Re: LuaRCON instances should persist!
Actually, I just found it:
From the original Source RCON protocol spec (https://developer.valvesoftware.com/wiki/Source_RCON_Protocol#Packet_ID):
The packet id field is a 32-bit little endian integer chosen by the client for each request. It may be set to any positive integer. When the server ...
- Sat Dec 26, 2020 9:25 pm
- Forum: Won't implement
- Topic: LuaRCON instances should persist!
- Replies: 12
- Views: 6860
Re: LuaRCON instances should persist!
It is not even close to what i asked. Quoted part says that rcon client has full freedom of choosing ID values, up to using non unique ID's which means server cannot use request ID's for its own purposes (for example it cannot use it for request duplicate removal because client could reuse old ...
- Sat Dec 26, 2020 8:45 am
- Forum: Won't implement
- Topic: LuaRCON instances should persist!
- Replies: 12
- Views: 6860
Re: LuaRCON instances should persist!
What's implemented deviates so much from the "specification" that a standard RCON client doesn't work with Factorio. Since we already have to write our RCON clients to conform to Factorio's dialect there's little in the way for deviating more from it.
I'm pretty sure this still is in spec with ...
I'm pretty sure this still is in spec with ...
- Sat Dec 26, 2020 8:32 am
- Forum: Won't implement
- Topic: LuaRCON instances should persist!
- Replies: 12
- Views: 6860
Re: LuaRCON instances should persist!
Do you have any protocol description references for that claim? responses should arrive in the same order as the commands they requested them, so sending responses in order ID=1 (for request 1), ID=2 (for request 2) then ID=1 (unsolicited) would violate the order preserving property.
Actually ...
- Sat Dec 26, 2020 8:24 am
- Forum: Won't implement
- Topic: LuaRCON instances should persist!
- Replies: 12
- Views: 6860
Re: LuaRCON instances should persist!
Do you have any protocol description references for that claim? responses should arrive in the same order as the commands they requested them, so sending responses in order ID=1 (for request 1), ID=2 (for request 2) then ID=1 (unsolicited) would violate the order preserving property.
Hmm... no ...
- Sat Dec 26, 2020 8:14 am
- Forum: Won't implement
- Topic: LuaRCON instances should persist!
- Replies: 12
- Views: 6860
Re: LuaRCON instances should persist!
Wont implement.
Understood.
RCON is specified to be request-response based. Unsolicited responses would confuse some rcon clients and there would be no specific value to be placed in the ID field of the response.
FYI, you can send the same ID more than one, as long as it is a Response and ...
- Sat Dec 26, 2020 7:55 am
- Forum: Won't implement
- Topic: LuaRCON instances should persist!
- Replies: 12
- Views: 6860
Re: LuaRCON instances should persist!
But if this was added I wouldn't call it RCON any more, there's no mechanism in RCON to send data from the server to the client outside the response to a command. I also don't quite see how this would work. Factorio can have multiple RCON connections active at the same time. How does Factorio know ...
- Fri Dec 25, 2020 9:36 pm
- Forum: Multiplayer / Dedicated Server
- Topic: Headless Factorio Server Interface
- Replies: 9
- Views: 6368
Re: Headless Factorio Server Interface
Currently waiting on status of LuaRCON problem: viewtopic.php?f=28&t=93548
- Marked as Won't Implement - so, I'll make a patch myself.- Fri Dec 25, 2020 9:27 pm
- Forum: Not a bug
- Topic: [1.0.0] LuaRCON and events: rcon does not persist after call
- Replies: 2
- Views: 1384
Re: [1.0.0] LuaRCON and events: rcon does not persist after call
Not a bug.
rcon is valid only during command called by rcon and cannot be used outside of it.
Alright moved it to a feature request then:
https://forums.factorio.com/viewtopic.php?f=28&t=93548
Can you explain why it was implemented like this? I understand why disabling the `rcon` variable ...
- Fri Dec 25, 2020 8:04 am
- Forum: Won't implement
- Topic: LuaRCON instances should persist!
- Replies: 12
- Views: 6860
LuaRCON instances should persist!
relevant thread: https://forums.factorio.com/viewtopic.php?f=23&t=93545&p=528996#p528996
LuaRCON objects should be allowed to print() after calling it
Currently, if you send this to RCON...
/c local remote = rcon
script.on_event( defines.events.on_console_chat, function ( event )
remote ...
LuaRCON objects should be allowed to print() after calling it
Currently, if you send this to RCON...
/c local remote = rcon
script.on_event( defines.events.on_console_chat, function ( event )
remote ...
- Fri Dec 25, 2020 6:47 am
- Forum: Not a bug
- Topic: [1.0.0] LuaRCON and events: rcon does not persist after call
- Replies: 2
- Views: 1384
[1.0.0] LuaRCON and events: rcon does not persist after call
If I send any of these to the server (headless) via RCON:
/c local remote = rcon
script.on_event( defines.events.on_console_chat, function ( event )
remote.print( "this does not work. reeeeee" )
end)
rcon.print( "this works" )
or
/c script.on_event( defines.events.on_console_chat ...
/c local remote = rcon
script.on_event( defines.events.on_console_chat, function ( event )
remote.print( "this does not work. reeeeee" )
end)
rcon.print( "this works" )
or
/c script.on_event( defines.events.on_console_chat ...
- Mon Dec 21, 2020 4:21 am
- Forum: Multiplayer / Dedicated Server
- Topic: Headless Factorio Server Interface
- Replies: 9
- Views: 6368
Re: Headless Factorio Server Interface
UPDATE #1: progress on the GUI
- Wed Dec 16, 2020 6:36 am
- Forum: Multiplayer / Dedicated Server
- Topic: Headless Factorio Server Interface
- Replies: 9
- Views: 6368
Re: Headless Factorio Server Interface
Future Plans:
- Improve stdout (all that white and black text bit
- Add ssh connectability
- Add server settings and map gen control
- Add modloader
- Add Lua script injection
- Post Code
- Wed Dec 16, 2020 6:33 am
- Forum: Multiplayer / Dedicated Server
- Topic: Headless Factorio Server Interface
- Replies: 9
- Views: 6368
Headless Factorio Server Interface
Headless Factorio Server Interface (hFI)
--Currently still in development--This is a show case of where my work is currently at
--It is compatible with anything that can run Google Chrome + nodejs (electronJS)