Search found 36 matches
- 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: 1849
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?
- 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: 6085
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.
- 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: 6085
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 ...
- 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: 6085
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 ...
- 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: 6085
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 ...
- 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: 6085
[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 ...
- Wed Sep 06, 2017 4:40 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.34] Selling Modifiers at Markets
- Replies: 1
- Views: 1285
[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
This Modifier is ...
https://i.imgur.com/ujsKRzW.png
This Modifier is ...
- Mon Aug 28, 2017 1:56 am
- Forum: Implemented mod requests
- Topic: on_player_promoted, on_player_demoted
- Replies: 6
- Views: 2761
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.
I looked through old APIs. It was added in 0.15.24.
- Mon Aug 28, 2017 1:41 am
- Forum: Implemented mod requests
- Topic: Add Vehicle to on_player_driving_changed_state
- Replies: 1
- Views: 1253
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 ...
- Sat May 27, 2017 11:57 pm
- Forum: Implemented mod requests
- Topic: on_player_selected_area not firing
- Replies: 6
- Views: 2921
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.
- Sat May 27, 2017 3:41 pm
- Forum: Implemented mod requests
- Topic: on_player_selected_area not firing
- Replies: 6
- Views: 2921
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.
- Sat May 06, 2017 10:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.x] [MINOR] Console Shout Output
- Replies: 1
- Views: 2349
[0.15.x] [MINOR] Console Shout Output

There is a space missing between the timestamp and the username for shouts. Example shout is the third line in the console screenshot.
- 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: 2853
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 ...
- Sun Feb 12, 2017 10:49 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.22] Crash in scenario
- Replies: 5
- Views: 7100
Re: [0.14.22] Crash in scenario
It is a possibility. The crash happened soon after a force was destroyed and the match ended.
- Fri Feb 03, 2017 5:28 pm
- Forum: Releases
- Topic: Version 0.14.22
- Replies: 35
- Views: 45282
Re: Version 0.14.22
They explained it in a FFF.
- Mon Jan 16, 2017 8:22 pm
- Forum: Ideas and Suggestions
- Topic: Improve the interaction between forces (multiplayer)
- Replies: 7
- Views: 4082
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?
- 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: 2040
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 ...
- Tue Jan 10, 2017 4:56 am
- Forum: Ideas and Suggestions
- Topic: Don't Show Muted Players Chat in Console
- Replies: 0
- Views: 1058
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 ...
- Fri Jan 06, 2017 5:45 am
- Forum: Already exists
- Topic: Player Death Event Improvements
- Replies: 8
- Views: 4237
Re: Player Death Event Improvements
Thank you! I'm looking forward to 0.15 more and more
- Fri Jan 06, 2017 4:24 am
- Forum: Already exists
- Topic: Player Death Event Improvements
- Replies: 8
- Views: 4237
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 ...
Also, AFAIK, the on_entity_death objects ...