Search found 7 matches

by zamp
Sun Jan 21, 2024 11:02 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 133
Views: 20628

Re: Friday Facts #394 - Assembler flipping and circuit control

ElderAxe wrote: ↑
Fri Jan 19, 2024 12:19 pm
One thing still missing is being able to read a list of ghost entities from a roboport. Then everything can be automated.
I've wanted this feature for a looooooong time.
by zamp
Fri Mar 01, 2019 7:33 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.3] Blueprint preview has entity outside of bounds (MR)
Replies: 7
Views: 3982

[0.17.3] Blueprint graphics spill over from ui panel

Blueprint graphics spill over from ui panel https://i.imgur.com/Tr2tokt.png Blueprint string 0eNqV0m0LgjAQB/Dvcq8XqC2rfZWI8OGoA52yTUlk371tQkStF4OB3Lz7Tdx/hbqbcFQkDYgVqBmkBnFZQdNdVp3fM8uIIIAM9sBAVr2vVEUdWAYkW3yCyO2VAUpDhnCbD8Vyk1Nfo3IN78lmUjO2uwAwGAftZgbpD3LOzvUt/pE7uyWFzfbSlT9k8Sa1cdr9Yf6hxYaWNqLsUx...
by zamp
Tue May 23, 2017 10:01 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.15.13] Slow server = no input on client
Replies: 4
Views: 4365

[kovarex] [0.15.13] Slow server = no input on client

If a server is running factorio much slower (30-40 ups) clients running at 60 ups no longer handle input and get stuck. Only workaround I found was forcing client to run at 30FPS and it started to handle input again. Multiplayer wait icon flashes non-stop.
by zamp
Fri Aug 26, 2016 7:07 pm
Forum: Ideas and Suggestions
Topic: Blueprint tiling
Replies: 1
Views: 886

Blueprint tiling

A fairly simple blueprint tiling system. You put down registry points (a flag or something, using lights as an example here) http://i.imgur.com/TWbIgjv.png Then when you're placing down a blueprint it'll automatically snap to those registry points Horizontal: http://i.imgur.com/AMLA63G.png Vertical:...
by zamp
Wed Jul 27, 2016 5:11 pm
Forum: Not a bug
Topic: [0.13.11] Constant hearbeat disconnects
Replies: 5
Views: 1868

Re: [0.13.11] Constant hearbeat disconnects

I've set latency-ms to 500 and the server still kicks me out when it does combat calculations even though latency (I'm guessing that's what multiplayer waiting debug shows) doesn't go above 120ms.
I'm setting it to 2500 now to see if it still happens with a ridiculous number like that.
by zamp
Wed Jul 27, 2016 3:45 pm
Forum: Not a bug
Topic: [0.13.11] Constant hearbeat disconnects
Replies: 5
Views: 1868

Re: [0.13.11] Constant hearbeat disconnects

I found the cause. Combat on the server causes the server to lag behind and ping shoots up to ~90ms region. When not in combat latency is 0ms. I've set the latency-ms to 60 so it probably kicks me out because of this. Edit: by lag behind I mean it spends more time updating combat logic. Not actual n...
by zamp
Wed Jul 27, 2016 1:54 pm
Forum: Not a bug
Topic: [0.13.11] Constant hearbeat disconnects
Replies: 5
Views: 1868

[0.13.11] Constant hearbeat disconnects

372.868 Info NetworkInputHandler.cpp:608: assigning playerIndex(1) to peer(1) 372.868 Info GameActionHandler.cpp:2709: MapTick(29819054) processed PlayerJoinGame peerID(1) playerIndex(1) mode(connect) 483.415 Info Synchronizer.cpp:465: NetworkTick(19921) peer(1) drop detection state(100/600). 569.6...

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