Search found 17 matches
- Mon Jun 13, 2016 10:16 pm
- Forum: News
- Topic: Friday Facts #139 - Wrapping up multiplayer
- Replies: 74
- Views: 38324
Re: Friday Facts #139 - Wrapping up multiplayer
Are server_padlocks periodically for long-running servers ? There doesn't seem to be an expiry linked to them. How does the server know what timestamp to use for the user_server_key ? I assume the timestamp is there for expiry of this token ? You could use a asymmetric signing instead with pre-exist...
- Tue Mar 29, 2016 11:33 am
- Forum: Mod and installation managers
- Topic: FactorioMods.com an open source web app to host mods!
- Replies: 27
- Views: 52220
Re: FactorioMods.com an open source web app to host mods!
When I mention NPM I mean any package management system. The main advantages being the versioning, single source (Or centralised location) of truth and the dependency resolution which would be especially useful for the mods which use the additional ore types. There are also caching benefits if you'r...
- Sun Mar 27, 2016 1:07 pm
- Forum: Multiplayer / Dedicated Server
- Topic: Windows Server - Download Package
- Replies: 2
- Views: 2896
Re: Windows Server - Download Package
Well half the battle is getting all versions published into a decent public repository such as Chocolatey (Which is designed specifically for distributing Windows software) and not requiring credentials to download. After that, anything else is easily done. I will release what I make when I have time.
- Mon Mar 21, 2016 8:19 pm
- Forum: Mod and installation managers
- Topic: FactorioMods.com an open source web app to host mods!
- Replies: 27
- Views: 52220
Re: FactorioMods.com an open source web app to host mods!
I've just had confirmation from NPM that using their service to publish mods would be acceptable.
- Tue Mar 15, 2016 10:27 pm
- Forum: Ideas and Suggestions
- Topic: Player Inventory / Quick Bar UX Suggestions
- Replies: 2
- Views: 2219
Re: Player Inventory / Quick Bar UX Suggestions
Thanks for the responses. 0) Quick bar sounded weird when I wrote it, but it didn't twig that it was the wrong name until you just pointed it out ! 1) Didn't know this, thanks will be handy. 2) This is certainly easier than I thought it was, but it would still be nice if you could just select a new ...
- Tue Mar 15, 2016 12:49 pm
- Forum: Multiplayer / Dedicated Server
- Topic: Windows Server - Download Package
- Replies: 2
- Views: 2896
Windows Server - Download Package
Will you guys be making a publicly-accessible Windows download (Limited to headless / server usage) like you do for Linux ? Ideally with an RSS feed to something similar as I would like to automate the updating of my server. You could even publish it to the Chocolatey Gallery.
- Tue Mar 15, 2016 12:42 pm
- Forum: Multiplayer / Dedicated Server
- Topic: Multiplayer Server at Microsoft Server 2012 re
- Replies: 5
- Views: 12994
Re: Multiplayer Server at Microsoft Server 2012 re
I'm running a Factorio server on Windows Server 2012 R2 without issue. I just copied my Factorio folder from Steam, copied the map into the AppData folder for the user I was running it as and then started Factorio.exe with --start-server and the map name. This is in a Dell R510 so it didn't have a d...
- Sun Mar 13, 2016 2:07 pm
- Forum: Mod and installation managers
- Topic: Factorio Mod Manager 0.2.1
- Replies: 61
- Views: 97237
Re: Factorio Mod Manager 0.1.2
Hey thanks for the kind words. Do you already have something to show? Code perhaps? The next steps I would like to do are to allow the player to choose a savegame he/she wants to play and the manager would figure out what mods are needed to play the save. I will happily accept pull requests if you ...
- Sun Mar 13, 2016 2:03 pm
- Forum: Mod and installation managers
- Topic: FactorioMods.com an open source web app to host mods!
- Replies: 27
- Views: 52220
Re: FactorioMods.com an open source web app to host mods!
Hello, In terms of mod storage / distribution, have you considered using a public repository such as NPM or NuGet ? Sure these are designed for code artifacts, but there's no reason why you couldn't push Factorio mods up into one of these with appropriate tags. This has a few advantages: 1) No need ...
- Sun Mar 13, 2016 1:47 pm
- Forum: Ideas and Suggestions
- Topic: Player Inventory / Quick Bar UX Suggestions
- Replies: 2
- Views: 2219
Player Inventory / Quick Bar UX Suggestions
These all come under the same general category and are related so I thought I'd just make one thread with a few ideas. 1) Ability to clear a "mask" from a slot in the quick bar - You don't seem to be able to currently. 2) If you change the "mask" item in a quick bar slot, the exi...
- Thu Mar 03, 2016 9:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.24] [waiting for 0.13] Multiplayer: Excessive UDP-packets?
- Replies: 12
- Views: 5159
Re: [0.12.24] [waiting for 0.13] Multiplayer: Excessive UDP-packets?
Your router can't handle 60 small packets a second ...? Sounds like you should get a better one. But imagine 10 player game, the server has to receive and send 600 pocket per second. I just wanted to try and put some perspective behind the numbers being mentioned here. There are many factors so any...
- Wed Mar 02, 2016 12:30 pm
- Forum: Pending
- Topic: [0.12.24] [Windows] [pending] Multiplayer issues
- Replies: 6
- Views: 2609
Re: [0.12.24] [Windows] [pending] Multiplayer issues
I'm not familiar with the CurrPorts application, but I believe that it is showing what the application is listening / bound to. 0.0.0.0 is commonly used to denote any local address. In order words, Factorio is listening for any UDP packets on port 34197, regardless of which local IP they arrive on. ...
- Tue Mar 01, 2016 6:11 pm
- Forum: Minor issues
- Topic: [0.12.24][Twinsen] Chat / Console Key - UK Keyboard
- Replies: 11
- Views: 5903
Re: [0.12.24][Twinsen] Chat / Console Key - UK Keyboard
In that case please consider the simpler change that daniel34 suggested in the meantime - You can open the console with whatever key it's bound to but can only close it by pressing return or escape. If you want to cancel your input, just delete everything and hit return or hit escape. You could also...
- Tue Mar 01, 2016 5:05 pm
- Forum: Pending
- Topic: [0.12.24] [Windows] [pending] Multiplayer issues
- Replies: 6
- Views: 2609
Re: [0.12.24] [Windows] [pending] Multiplayer issues
A local IP address would most commonly be in the following format:
Make sure you're forwarding UDP rather than TCP.
Code: Select all
10.***.***.***
172.***.***.***
192.168.***.***
- Tue Mar 01, 2016 4:21 pm
- Forum: Minor issues
- Topic: [0.12.24][Twinsen] Chat / Console Key - UK Keyboard
- Replies: 11
- Views: 5903
Re: [0.12.24][Twinsen] Chat / Console Key - UK Keyboard
Looks like this one is a right can of worms !
- Tue Mar 01, 2016 12:47 pm
- Forum: Minor issues
- Topic: [0.12.24][Twinsen] Chat / Console Key - UK Keyboard
- Replies: 11
- Views: 5903
[0.12.24][Twinsen] Chat / Console Key - UK Keyboard
By default when using a UK keyboard the console / chat key is bound to the @ / ' key (Next to : / ; and near to the Enter key). When you're trying a message and you press ', the chat closes which is really annoying. It would be nice if the key defaulted to a better key on these keyboards, such as th...
- Tue Mar 01, 2016 12:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.24] [cube] Really slow map upload
- Replies: 11
- Views: 12877
Re: [0.12.24] Really slow map upload
I've noticed this as well. It was a 6MB map and the upload started at about 50-100KB/s and slowly rose to about 200KB/s by the end of the upload. I have a 20Mb/s upload speed so I should have been able to get an around rate of around 2.5MB/s. I was the hosting the server (Didn't tick peer-to-peer) a...