Search found 15 matches
- Mon Mar 17, 2025 6:58 pm
- Forum: Ideas and Suggestions
- Topic: Factorio Multiplayer Protocol
- Replies: 9
- Views: 999
Re: Factorio Multiplayer Protocol
In comparison, the existing default behavior of the headless server is to auto-Pause the game once all Clients have disconnected, and it has authentication built in to the network protocol so that garbage packets are ignored. Why reinvent a more complicated, less functional Wheel?
when there ...
- Mon Mar 17, 2025 3:32 pm
- Forum: Ideas and Suggestions
- Topic: Factorio Multiplayer Protocol
- Replies: 9
- Views: 999
Re: Factorio Multiplayer Protocol
Just because you CAN do something does not mean that you SHOULD , or that it is easy.
Factorio uses a custom UDP based protocol for multilayer communication, which will be very difficult to setup an intelligent “parser” to handle the connection attempts and kick-off the orchestration described ...
- Mon Mar 17, 2025 8:26 am
- Forum: Ideas and Suggestions
- Topic: Factorio Multiplayer Protocol
- Replies: 9
- Views: 999
Re: Factorio Multiplayer Protocol
Is it really necessary to write a whole proxy service?
What do you need to start on demand, is it just a service (the Factorio server process) or do you need to start up a whole virtual machine?
With systemd, it's possible to listen on a port (in this case the Factorio udp port) with a *.socket ...
- Mon Mar 17, 2025 8:14 am
- Forum: Ideas and Suggestions
- Topic: Factorio Multiplayer Protocol
- Replies: 9
- Views: 999
Re: Factorio Multiplayer Protocol
Yes, it does have to do with starting a virtual machine. In my country at least, it is a lot cheaper to run a virtual machine on demand rather than using a hosting service or other solutions. I have so far written a discord bot where players can send a command to start the vm, but it is more ...
- Sun Mar 16, 2025 11:52 am
- Forum: Ideas and Suggestions
- Topic: Factorio Multiplayer Protocol
- Replies: 9
- Views: 999
Factorio Multiplayer Protocol
TL/DR
I want to know a few details about the multiplayer joining protocol
WHY
I want to make a proxy that automatically launches a VM and gives interactive feedback to the player. I have done this before for Minecraft, it worked, and my peers have requested that I do it for Factorio.
MORE
I ...
I want to know a few details about the multiplayer joining protocol
WHY
I want to make a proxy that automatically launches a VM and gives interactive feedback to the player. I have done this before for Minecraft, it worked, and my peers have requested that I do it for Factorio.
MORE
I ...
- Sun Mar 16, 2025 9:18 am
- Forum: Pending
- Topic: [2.0.41] Heavy Graphics glitching when many sprites are on screen
- Replies: 3
- Views: 196
Re: [2.0.41] Heavy Graphics glitching when many sprites are on screen
How strange, I do not recall ever changing that setting?I also noticed in the log file you've forced OpenGL
It did however solve the problem.
- Sat Mar 15, 2025 12:14 pm
- Forum: Pending
- Topic: [2.0.41] Heavy Graphics glitching when many sprites are on screen
- Replies: 3
- Views: 196
Re: [2.0.41] Heavy Graphics glitching when many sprites are on screen
This is a game breaking issue, so help will be greatly appreciated
- Sat Mar 15, 2025 12:10 pm
- Forum: Pending
- Topic: [2.0.41] Heavy Graphics glitching when many sprites are on screen
- Replies: 3
- Views: 196
[2.0.41] Heavy Graphics glitching when many sprites are on screen
Problem started occurring after updating to the latest version. When there is a lot of text on the screen some of it does not render. When there are a lot of sprites on the screen glitching occurs as attached. Lower, or different graphics settings does not seem to affect the problem. I have also ...
- Mon Mar 10, 2025 3:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.32] Liquid voiding on automatic recipe change on chained units
- Replies: 5
- Views: 1462
Re: [raiguard][2.0.32] Liquid voiding on automatic recipe change on chained units
Is there an update on this? The fluid mixing topic was solved a different way.
- Thu Mar 06, 2025 6:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.32] Liquid voiding on automatic recipe change on chained units
- Replies: 5
- Views: 1462
[raiguard][2.0.32] Liquid voiding on automatic recipe change on chained units
out.mp4
This is a continuation of the following issue .
In a direct insertion processing unit recycling setup, an unexpected amount of sulfuric acid was used, after which the above issue was opened. After the gained information an appropriate change was made to the design in which the fluid ...
This is a continuation of the following issue .
In a direct insertion processing unit recycling setup, an unexpected amount of sulfuric acid was used, after which the above issue was opened. After the gained information an appropriate change was made to the design in which the fluid ...
- Fri Jan 17, 2025 7:07 pm
- Forum: Balancing
- Topic: Liquid voiding on automatic recipe change
- Replies: 11
- Views: 1245
Re: Liquid voiding on automatic recipe change
Getting rid of the voiding would affect manually changing recipes need that also void the fluid. If you pick up an entity should the fluid be barreled first?
Good point, this brings up an interesting dichotomy. The question is then whether a distinction should be made between hand switching and ...
- Fri Jan 17, 2025 6:58 pm
- Forum: Balancing
- Topic: Liquid voiding on automatic recipe change
- Replies: 11
- Views: 1245
Re: Liquid voiding on automatic recipe change
- If the machine is deadlocked, then how could it be cleared?
The fluid should leave the machine as a product would. The player would have to make sure there is space available in the fluid system.
- How would deadlocking the machine this way make the game better and more fun?
It would ...
- Fri Jan 17, 2025 3:11 pm
- Forum: Balancing
- Topic: Liquid voiding on automatic recipe change
- Replies: 11
- Views: 1245
Re: Liquid voiding on automatic recipe change
Yes, you are correct, although the fluid gets voided when the pipe content is 100%. This is still inconsistent compared to items which is where my confusion came from. Why not deadlock the machine if there's no space in the pipeline? This would give more concrete feedback to the player that care ...
- Fri Jan 17, 2025 8:27 am
- Forum: Balancing
- Topic: Liquid voiding on automatic recipe change
- Replies: 11
- Views: 1245
Re: Liquid voiding on automatic recipe change
The suggested fix is to either, output the fluid to the attached pipeline, or to drastically reduce the fluid buffer according to the speed of the recipe, similarly to the way requests are set when copied from a machine, as in the mentioned setup enough fluid is buffer for over 200 seconds of ...
- Fri Jan 17, 2025 8:12 am
- Forum: Balancing
- Topic: Liquid voiding on automatic recipe change
- Replies: 11
- Views: 1245
Liquid voiding on automatic recipe change
When a recipe with a liquid component is changed, for instance when the EM plant changes from normal quality to rare quality processing units as below, while the item components are stored in a temporary slot to be removed, the liquid component gets voided. I assume this is an intended feature and ...