Search found 72 matches
- Wed Aug 07, 2019 12:47 pm
- Forum: Not a bug
- Topic: [0.17.63] Get rocket count under rcon very very unstable data
- Replies: 21
- Views: 6915
Re: [0.17.63] Get rocket count under rcon very very unstable data
Is this using a non blocking save?
- 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.
- 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.
- 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.
- 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.
- Wed Mar 14, 2018 7:57 am
- Forum: Minor issues
- Topic: [0.15.31] Crash on_research_finished research_all_technologi
- Replies: 7
- Views: 2993
- 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...
- 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 ...
- 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
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
- 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.
- 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?
- 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.
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.
- 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.
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.
- 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...
- 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
- 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...
- 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
- 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?
- 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.
Apologies.
- 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...