Search found 30 matches
- Sun Oct 07, 2018 2:34 pm
- Forum: Modding help
- Topic: Is there a way to activate a console commad in lua script?
- Replies: 5
- Views: 3010
Re: Is there a way to activate a console commad in lua script?
Thanks eradicator that works perfectly!
- Sun Oct 07, 2018 3:12 am
- Forum: Modding help
- Topic: Is there a way to activate a console commad in lua script?
- Replies: 5
- Views: 3010
Re: Is there a way to activate a console commad in lua script?
I dont think neither of those options work in my case. (Might have to request an api call)
I'll be more specific:
If you type in /kick playername
that does correspond with the kick command in the API as you linked
https://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.kick_player ...
I'll be more specific:
If you type in /kick playername
that does correspond with the kick command in the API as you linked
https://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.kick_player ...
- Sat Oct 06, 2018 2:58 pm
- Forum: Modding help
- Topic: Is there a way to activate a console commad in lua script?
- Replies: 5
- Views: 3010
Is there a way to activate a console commad in lua script?
The game has a bunch of cammand available like:
https://wiki.factorio.com/Console#Multiplayer_commands
What i am asking is if you can activate one from within a script like:
-- Pseudocode
game.activate_command("/admins")
game.activate_command("/mute player_name")
game.activate_command("/promote ...
https://wiki.factorio.com/Console#Multiplayer_commands
What i am asking is if you can activate one from within a script like:
-- Pseudocode
game.activate_command("/admins")
game.activate_command("/mute player_name")
game.activate_command("/promote ...
- Sat Oct 06, 2018 10:44 am
- Forum: 1 / 0 magic
- Topic: [0.16.51] Server with custom port sets different port than specified
- Replies: 18
- Views: 11718
Re: [0.16.51] Server with custom port sets different port than specified
Not sure what you mean by testing that is actually using the port.
If its 2.264 Info ServerRouter.cpp:491: Own address is IP ADDR:({x.x.x.x:1024}) then the game doesnt show up in the lobby, and i cant connect with the direct server option (ill have to retest and see if i can connect on port 1024 ...
If its 2.264 Info ServerRouter.cpp:491: Own address is IP ADDR:({x.x.x.x:1024}) then the game doesnt show up in the lobby, and i cant connect with the direct server option (ill have to retest and see if i can connect on port 1024 ...
- Fri Oct 05, 2018 10:38 am
- Forum: 1 / 0 magic
- Topic: [0.16.51] Server with custom port sets different port than specified
- Replies: 18
- Views: 11718
Re: [0.16.51] Server with custom port sets different port than specified
Port forwarding has been already set up
- Thu Oct 04, 2018 4:03 pm
- Forum: 1 / 0 magic
- Topic: [0.16.51] Server with custom port sets different port than specified
- Replies: 18
- Views: 11718
[0.16.51] Server with custom port sets different port than specified
Trying to set a custom port for factorio server (in order to run 2 separate servers, and also have default port reserved for my local steam client game)
But instead of my specified port, the game sets one up to be 1024, and 1025 for second server, i imagine 1026, etc.. if one has more
Also this ...
But instead of my specified port, the game sets one up to be 1024, and 1025 for second server, i imagine 1026, etc.. if one has more
Also this ...
- Fri May 11, 2018 5:23 pm
- Forum: Ideas and Suggestions
- Topic: Cross-version server browser
- Replies: 6
- Views: 3503
Re: Cross-version server browser
I like the idea, just as long the versions not the same that the one the player is running are maybe grayed out (along with filter column)
- Sat Mar 17, 2018 9:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.30] PVP - Kicked from own Base on Spawn
- Replies: 1
- Views: 1327
[16.30] PVP - Kicked from own Base on Spawn
Being kicked from own base on spawn in PVP scenario in vesions 16.29 and 16.30, but works as expected in 16.28.
The "Base Exclusion time" seems to be the culprit.
The "Base Exclusion time" seems to be the culprit.
- Wed Jan 10, 2018 9:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [jiri][0.16.12] Unintuitive search term parsing
- Replies: 24
- Views: 9579
Re: [jiri][0.16.12] Unintuitive search term parsing
I think the benefit of having cool shortcut tricks /misspelled words does not outweigh not having standard search functions.
If there is both i see no problem, use whatever search terms you want sort of thing, but if the expectation is to display only iron trains when you search for iron and get ...
If there is both i see no problem, use whatever search terms you want sort of thing, but if the expectation is to display only iron trains when you search for iron and get ...
- Wed Jan 10, 2018 10:21 am
- Forum: Resolved Problems and Bugs
- Topic: [jiri][0.16.12] Unintuitive search term parsing
- Replies: 24
- Views: 9579
Re: [0.16.12] Unintuitive search term parsing
Why would anyone even want this. I am a programmer myself, and i see no use for that type of search.
- Mon Jan 08, 2018 7:48 am
- Forum: Resolved Problems and Bugs
- Topic: [jiri][0.16.12] Unintuitive search term parsing
- Replies: 24
- Views: 9579
Re: [0.16.12] Unintuitive search term parsing
On the other hand this search performs as expected
- Mon Jan 08, 2018 7:38 am
- Forum: Resolved Problems and Bugs
- Topic: [jiri][0.16.12] Unintuitive search term parsing
- Replies: 24
- Views: 9579
Re: [0.16.12] Unintuitive search term parsing
Perhaps this is related, but i would agree, im searching for iron trains with keyword "iron" and i get extraneous results with stone and circuits.
If i search for "iron" i expect only results with "iron" showing.
train-search-bug.png
I i think it would be nice to be able to search train station ...
If i search for "iron" i expect only results with "iron" showing.
train-search-bug.png
I i think it would be nice to be able to search train station ...
- Fri Dec 15, 2017 7:15 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] Direct Connection Dialog Button Inconsistency
- Replies: 2
- Views: 2727
[Dominik] Direct Connection Dialog Button Inconsistency
Multiplayer direct connection dialog is inconsistent with the password dialog.
The buttons are switched locations.
The buttons are switched locations.
- Fri Dec 15, 2017 7:06 am
- Forum: Not a bug
- Topic: [0.16] Concrete/Brick Misaligned with rails
- Replies: 7
- Views: 3427
Re: [0.16] Concrete/Brick Misaligned with rails
O.o deep indeed "They simply exist in the world" ..... existence .... is this all a simulation, do we simply exist too... who am iiiiiiii?
Thanks, for the clarification V!
Thanks, for the clarification V!
- Thu Dec 14, 2017 2:35 am
- Forum: Not a bug
- Topic: [0.16] Concrete/Brick Misaligned with rails
- Replies: 7
- Views: 3427
Re: [0.16] Concrete/Brick Misaligned with rails
So are the rails meant to be misaligned with the tiles? Doesn't seem right?
- Wed Dec 13, 2017 10:32 pm
- Forum: Not a bug
- Topic: [0.16] Concrete/Brick Misaligned with rails
- Replies: 7
- Views: 3427
[0.16] Concrete/Brick Misaligned with rails
Rails looks are not centered on tiles, causing to look wierd now
Should be gaps b/w the top and bottom, but only gap one top, but not at the bottom of the rail.
- Wed Oct 11, 2017 9:50 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Factorio 0.15 Cheat Sheets
- Replies: 3
- Views: 7395
Re: Factorio 0.15 Cheat Sheets
I teamed up with Jellewho and actively contributing to the google slides, as well as syncing up with a new Web based version of the cheat sheet here: https://deniszholob.github.io/factorio-cheat-sheet/
![Image](https://forums.factorio.com/images/ext/be9e95e5d0aad32f8c9b4dd4a81340a2.jpg)
![Image](https://forums.factorio.com/images/ext/be9e95e5d0aad32f8c9b4dd4a81340a2.jpg)
- Fri Jul 28, 2017 3:21 pm
- Forum: News
- Topic: Friday Facts #201 - 0.15 Stable, but not really
- Replies: 148
- Views: 62016
Re: Friday Facts #201 - 0.15 Stable, but not really
This Friday Facts should be titled "Moar Faster" :p
Glad to hear that mega factory maps are not alienated (pun intended), those are a great logistical challenge
Excited about the optimizations, great work as always!
Glad to hear that mega factory maps are not alienated (pun intended), those are a great logistical challenge
Excited about the optimizations, great work as always!
- Fri Jul 21, 2017 5:17 pm
- Forum: News
- Topic: Friday Facts #200 - Plans for 0.16
- Replies: 129
- Views: 75971
Re: Friday Facts #200 - Plans for 0.16
FFF are awesome, gives such a cool insight into the game and its development, i read every single one, please dont stop writing them. I love to get to look forward to every Friday b/c i get to read something new about the game i love.
Very interested to see what kind of map changes there will be ...
Very interested to see what kind of map changes there will be ...
- Thu May 25, 2017 5:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.12] [kovarex] Huge FPS drop when low on power late game
- Replies: 5
- Views: 2398
Re: [0.15.12] [kovarex] Huge FPS drop when low on power late game
Thanks for such a timely fix, you guys are awesome!
Yeah i realizes wasnt a "bug" but a performance issue, hope this was an ok place to report it.
I realize optimizations are hard, thanks again.
Yeah i realizes wasnt a "bug" but a performance issue, hope this was an ok place to report it.
I realize optimizations are hard, thanks again.