Search found 36 matches

by zackman0010
Mon Nov 27, 2017 3:20 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding] [0.15.x] Ban reason not shown on reconnect
Replies: 3
Views: 1481

Re: [0.15.x] Ban reason not shown on reconnect

The linked forum post is from the Implemented Suggestions board, where Rseding said that this feature was implemented for 0.15. Wouldn't this fit better in Bug Reports in that case rather than Suggestions?
by zackman0010
Fri Sep 15, 2017 5:04 pm
Forum: Resolved Problems and Bugs
Topic: [Posila] [0.15.34] Desync when changing the force of one side of an underground belt
Replies: 9
Views: 5082

Re: [Posila] [0.15.34] Desync when changing the force of one side of an underground belt

Just preemptively asking this question, but will the game connect the two sides if the reverse happens? If the two sides of an underground belt were initially on separate forces, but then are put on the same force.
by zackman0010
Thu Sep 14, 2017 9:39 pm
Forum: Resolved Problems and Bugs
Topic: [Posila] [0.15.34] Desync when changing the force of one side of an underground belt
Replies: 9
Views: 5082

Re: [0.15.34] Desync in Custom Scenario

After discussing the issue in Discord with Klonan, we discovered the cause of the desyncs. If one end of an underground belt changes forces, the server does not break the connection between the two ends. When a player tries to load into the game, their client sees belts on two different forces and d...
by zackman0010
Thu Sep 14, 2017 5:13 pm
Forum: Resolved Problems and Bugs
Topic: [Posila] [0.15.34] Desync when changing the force of one side of an underground belt
Replies: 9
Views: 5082

Re: [0.15.34] Desync in Custom Scenario

I realized that I sent the desync report from the wrong location earlier. That desync report came out of the 'temp' folder rather than the 'archive' folder. I've reuploaded the correct desync report from two days ago, as well as the desync report from yesterday's game. I also included the new versio...
by zackman0010
Wed Sep 13, 2017 1:50 pm
Forum: Resolved Problems and Bugs
Topic: [Posila] [0.15.34] Desync when changing the force of one side of an underground belt
Replies: 9
Views: 5082

Re: [0.15.34] Desync in Custom Scenario

I can't even begin to think which call might be desyncing, unfortunately. We don't even know what happened to cause them. They only affected players attempting to join, but we have no on_join events. The scenario we were using at the time is here: http://www.mediafire.com/file/r976au9ax2c66l1/3Ra-La...
by zackman0010
Wed Sep 13, 2017 3:01 am
Forum: Resolved Problems and Bugs
Topic: [Posila] [0.15.34] Desync when changing the force of one side of an underground belt
Replies: 9
Views: 5082

[Posila] [0.15.34] Desync when changing the force of one side of an underground belt

3Ra is currently hosting its new Labyrinth scenario. After an hour or two of playing, it started to desync whenever a new player would join. The desync report is uploaded here: http://www.mediafire.com/file/5lg3u85ynus95gn/desync-report.rar . We don't know exactly what caused it. When I looked at it...
by zackman0010
Wed Sep 06, 2017 4:40 am
Forum: Resolved Problems and Bugs
Topic: [0.15.34] Selling Modifiers at Markets
Replies: 1
Views: 1020

[0.15.34] Selling Modifiers at Markets

The API says that Markets can sell any kind of Modifier, but that usually "give-item" is used. This implies that selling other Modifiers will work as well. However, when adding a non-"give-item" Modifer to a Market, there is no option to buy it. https://i.imgur.com/ujsKRzW.png Th...
by zackman0010
Mon Aug 28, 2017 1:56 am
Forum: Implemented mod requests
Topic: on_player_promoted, on_player_demoted
Replies: 6
Views: 2208

Re: on_player_promoted, on_player_demoted

http://lua-api.factorio.com/latest/even ... le_command

I do have to ask, though, when was this added? I don't remember seeing this when we made our admin tools. It wouldn't been so much handier than what we actually ended up doing.
I looked through old APIs. It was added in 0.15.24.
by zackman0010
Mon Aug 28, 2017 1:41 am
Forum: Implemented mod requests
Topic: Add Vehicle to on_player_driving_changed_state
Replies: 1
Views: 951

Add Vehicle to on_player_driving_changed_state

I am currently trying to create a new PvP scenario, one that relies heavily on walls. I would like to be able to detect if a player is trying to jump over a wall by using the fact vehicles teleport players on entry/exit. Currently, my only option is to do a search around the player for any entity wh...
by zackman0010
Sat May 27, 2017 11:57 pm
Forum: Implemented mod requests
Topic: on_player_selected_area not firing
Replies: 6
Views: 2313

Re: on_player_selected_area not firing

Thank you. I was under the impression that it should be firing because Blueprint and DeconPlanner types were children of the selection-tool type, which is why I thought it was a bug.
by zackman0010
Sat May 27, 2017 3:41 pm
Forum: Implemented mod requests
Topic: on_player_selected_area not firing
Replies: 6
Views: 2313

Re: on_player_selected_area not firing

I can confirm this one is rather longstanding, since late 0.13/early 0.14 versions at least.
by zackman0010
Sat May 06, 2017 10:50 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.x] [MINOR] Console Shout Output
Replies: 1
Views: 1877

[0.15.x] [MINOR] Console Shout Output

Image

There is a space missing between the timestamp and the username for shouts. Example shout is the third line in the console screenshot.
by zackman0010
Sun Feb 12, 2017 5:06 pm
Forum: Resolved Problems and Bugs
Topic: [14.22] Crash on error: "Trying to make chunk at unreasonable position [58, -262143]"
Replies: 4
Views: 2269

Re: [14.22] Crash on error: "Trying to make chunk at unreasonable position [58, -262143]"

Arumba was using our (3Ra's) scenario for PvP. That bug about not being able to read characters of offline players was because I forgot to add an if player.connected check in part of the end_round code. I fixed that one last night. If that was somehow the cause of the chunk error, then it's been cor...
by zackman0010
Sun Feb 12, 2017 10:49 am
Forum: Resolved Problems and Bugs
Topic: [0.14.22] Crash in scenario
Replies: 5
Views: 6327

Re: [0.14.22] Crash in scenario

It is a possibility. The crash happened soon after a force was destroyed and the match ended.
by zackman0010
Fri Feb 03, 2017 5:28 pm
Forum: Releases
Topic: Version 0.14.22
Replies: 35
Views: 42175

Re: Version 0.14.22

They explained it in a FFF.
by zackman0010
Mon Jan 16, 2017 8:22 pm
Forum: Ideas and Suggestions
Topic: Improve the interaction between forces (multiplayer)
Replies: 7
Views: 3292

Re: Improve the interaction between forces (multiplayer)

Will friendly forces be able to see each other on the minimap? Also, will the friendly setting be like the ceasefire setting is now: one side can be friendly while the other isn't?
by zackman0010
Thu Jan 12, 2017 2:17 am
Forum: Not a bug
Topic: Rail ghosts can not be placed on rail ghosts of other forces
Replies: 5
Views: 1602

Re: Rail ghosts can not be placed on rail ghosts of other forces

I would suggest allowing ghosts of different forces to either inhabit the same space on the map (overlap each other) or for one force to be able to overwrite another's ghosts. If you're trying to lay down ghost rails to plan out a railway (for the current example), it can be rather confusing that th...
by zackman0010
Tue Jan 10, 2017 4:56 am
Forum: Ideas and Suggestions
Topic: Don't Show Muted Players Chat in Console
Replies: 0
Views: 854

Don't Show Muted Players Chat in Console

Can you prevent the chat from muted players from being shown in the console as well as in-game? When I mute players, it's typically because they're being very abusive to the other players. However, I also have a program that allows communication between Factorio servers and our Discord server. It do...
by zackman0010
Fri Jan 06, 2017 5:45 am
Forum: Already exists
Topic: Player Death Event Improvements
Replies: 8
Views: 3401

Re: Player Death Event Improvements

Thank you! I'm looking forward to 0.15 more and more
by zackman0010
Fri Jan 06, 2017 4:24 am
Forum: Already exists
Topic: Player Death Event Improvements
Replies: 8
Views: 3401

Re: Player Death Event Improvements

That's what I believed too. What I'm going to be coding is a player by player K/D ratio, which will also include interfacing with some outside programs to store the data through different save games. I couldn't even begin without the killer field, though. Also, AFAIK, the on_entity_death objects ar...

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