Search found 72 matches

by I_IBlackI_I
Sun Jul 21, 2019 7:48 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.58] corpse player_index is 1 higher after creation of corpse
Replies: 2
Views: 2532

Re: [0.17.58] corpse player_index is 1 higher after creation of corpse

Can confirm this is the case. The effect in single player is that it will create a character corpse, if you use index 0 (remember lua is 1 based indexing) it will create a I_IBlackI_I corpse.
by I_IBlackI_I
Thu Jul 11, 2019 12:06 pm
Forum: Modding interface requests
Topic: Add surface to LuaPlayer.open_map(position, scale)
Replies: 3
Views: 1728

Re: Add surface to LuaPlayer.open_map(position, scale)

I would also love this feature, or make tags on a minimap element clickable. Use case would be to draw a map with locations on another surface, when a player clicks the tag they can teleport to that server.
by I_IBlackI_I
Wed May 09, 2018 12:30 pm
Forum: Implemented Suggestions
Topic: Lua map view R/W
Replies: 3
Views: 2428

Re: Lua map view R/W

An alternative to this is to make a player in god mode and adjust the game.player.zoom (http://lua-api.factorio.com/latest/LuaP ... layer.zoom). This way it will also show the GUI for the spectator to interact with.
by I_IBlackI_I
Mon Apr 16, 2018 6:38 am
Forum: Resolved Problems and Bugs
Topic: [posila][16.36] Underground pipe ghosts connect to other forces
Replies: 4
Views: 3690

Re: Undergr. pipe blueprints connects to opponent forces undergr

This has been known to present issues like a lot of other entities. (e.g. belts and walls), sadly they told us last time this is a won't fix. :-( Can't find the topic anymore however.
by I_IBlackI_I
Wed Mar 07, 2018 11:04 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.28] Desync's
Replies: 9
Views: 5935

Re: [0.16.28] Desync's

Looks like this is a game using my codebase which can be found here: https://github.com/factoriommo/factoriommoscenarios/tree/0.16_Dev It is known that Factorio still has desync bugs related to ghosts on different forces. Not sure if that is the case here but I do see you have ghosts enabled. We hav...
by I_IBlackI_I
Mon Jan 08, 2018 8:09 am
Forum: Pending
Topic: [Rseding91] [0.16.2] Desync instantly on joining (contains heavy-mode)
Replies: 9
Views: 4339

Re: [Rseding91] [0.16.2] Desync instantly on joining (contains heavy-mode)

This specific occurrence has not been recreated, however there are still quite a few desyncs which only occur when we got the part of our code which creates a ghost on another force when a player destroys(mines) active. We have been investigating the desync reports as much as we can but we have not ...
by I_IBlackI_I
Mon Dec 18, 2017 5:19 pm
Forum: Pending
Topic: [Rseding91] [0.16.2] Desync instantly on joining (contains heavy-mode)
Replies: 9
Views: 4339

[0.16.5] Desync instantly on joining

Sadly I again was not there when (a similar) issue occurred.
It instantly desynced on join.

Here is the folder with all the new data. (Currently uploading but should be complete in 40 minutes)
https://blackstonei.stackstorage.com/s/FkdyERyeWkI9Vq8
by I_IBlackI_I
Fri Dec 15, 2017 9:02 pm
Forum: Pending
Topic: [Rseding91] [0.16.2] Desync instantly on joining (contains heavy-mode)
Replies: 9
Views: 4339

Re: [Rseding91] [0.16.2] Desync instantly on joining (contains heavy-mode)

Yeah no problem, we always try and supply you with as much information as we can. Will update if same issue occurs.
by I_IBlackI_I
Fri Dec 15, 2017 8:39 pm
Forum: Pending
Topic: [Rseding91] [0.16.2] Desync instantly on joining (contains heavy-mode)
Replies: 9
Views: 4339

Re: [Rseding91] [0.16.2] Desync instantly on joining (contains heavy-mode)

Our scenario does not set an entity active true/false directly. But it does create a ghost on an other force when a player mines an entity. Could that affect it?
by I_IBlackI_I
Fri Dec 15, 2017 4:54 pm
Forum: Pending
Topic: [Rseding91] [0.16.2] Desync instantly on joining (contains heavy-mode)
Replies: 9
Views: 4339

Re: [Rseding91] [0.16.2] Desync instantly on joining (contains heavy-mode)

When restarting the server the issue did not occur again yet.
The map was a fresh 0.16 map with our (very dumbed down) scenario.

I was not around when the problem started occuring, but others have suggested it may be because commands were run from console while there were no players online.
by I_IBlackI_I
Fri Dec 15, 2017 11:55 am
Forum: Pending
Topic: [Rseding91] [0.16.2] Desync instantly on joining (contains heavy-mode)
Replies: 9
Views: 4339

[Rseding91] [0.16.2] Desync instantly on joining (contains heavy-mode)

When connecting to the server anyone instantly desyncs.
Save-file(s), log(s) and heavy-mode(about 4gb but containing multiple ticks and join attempts) dumps can be found here (soon(tm)):
https://blackstonei.stackstorage.com/s/KUWPssxQx3EL7mm

Restarting the server did resolve the issue.
by I_IBlackI_I
Thu Dec 14, 2017 6:26 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.0] When there are multiple forces, ghosts connect with enemy belts
Replies: 9
Views: 4440

Re: [kovarex] [0.16.0] When there are multiple forces, ghosts connect with enemy belts

Loewchen the issue is very clear and easy to replicate, as twinsen said it is a bug and should be reported. Steps to replicate: Place 3 belts in a L shape. Switch forces Place a ghost belt against the L shape making it a β”΄ shape. Switch back to the previous force The belts now look like they shouldn...
by I_IBlackI_I
Thu Dec 14, 2017 6:23 pm
Forum: Desyncs with mods
Topic: [0.16.2][mac] Desync on server with MMO script
Replies: 5
Views: 3227

Re: [0.16.2][mac] Desync on server with MMO script

Here are two of the desyncs differences. https://imgur.com/a/Gm8wQ
by I_IBlackI_I
Thu Dec 14, 2017 6:17 pm
Forum: Desyncs with mods
Topic: [0.16.2][mac] Desync on server with MMO script
Replies: 5
Views: 3227

Re: [0.16.2][mac] Desync on server with MMO script

Relevant thread https://forums.factorio.com/viewtopic.php?f=7&t=45590&p=262391#p262367. In this thread the value being different between client and server was global.player_spectator_character this time it is spectator_character (we updated our code a bit) 8 months later and the same problem...
by I_IBlackI_I
Thu Dec 14, 2017 5:00 pm
Forum: Duplicates
Topic: [0.16.2] Belts from different forces still connect
Replies: 2
Views: 1516

Re: [0.16.2] Belts from different forces still connect

Other screenshot demonstrating this when it is a ghost from a different force
Image
by I_IBlackI_I
Thu Dec 14, 2017 2:10 pm
Forum: Not a bug
Topic: [Oxyd] [16.1] Scenario not properly running on Linux
Replies: 24
Views: 7622

Re: [Oxyd] [16.1] Scenario not properly running on Linux

Would trying to get this error to occur while running heavy mode help you?
by I_IBlackI_I
Wed Dec 13, 2017 10:36 pm
Forum: Not a bug
Topic: [Oxyd] [16.1] Scenario not properly running on Linux
Replies: 24
Views: 7622

Re: [Oxyd] [16.1] Scenario not properly running on Linux

Yeah I guess that doesn't count as a crash. When you are playing a game on a server and you suddenly lose connection / server stops responding most people assume it crashed instead of gracefully shut down because it encountered an error.
Apologies.
by I_IBlackI_I
Wed Dec 13, 2017 10:25 pm
Forum: Not a bug
Topic: [Oxyd] [16.1] Scenario not properly running on Linux
Replies: 24
Views: 7622

Re: [Oxyd] [16.1] Scenario not properly running on Linux

691.067 Error MainLoop.cpp:1010: Exception at tick 40761: Error while running event level::on_player_created (ID 24) /opt/factorio/factorio/data/core/lualib/silo-script.lua:181: attempt to index field 'silo_script' (a nil value) 691.067 Error ServerMultiplayerManager.cpp:95: MultiplayerManager fail...

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