Search found 27 matches
- Sun Dec 10, 2023 4:14 pm
- Forum: Technical Help
- Topic: [1.1.94]Server pauses when someone joins/server saves map whereas non blocking saving is set to true
- Replies: 2
- Views: 492
[1.1.94]Re: Server pauses when someone joins/server saves map whereas non blocking saving is set to true
It's on 1.1.94, here is the log and the setting file screenshots (seems fine, not commented..) : https://i.imgur.com/sijsfwN.png Second image : https://imgur.com/AVZPfHq https://imgur.com/AVZPfHq it's so confusing. We are running on a scenario too, but I don't think it should be related to the issue.
- Sun Dec 10, 2023 3:58 pm
- Forum: Technical Help
- Topic: [1.1.94]Server pauses when someone joins/server saves map whereas non blocking saving is set to true
- Replies: 2
- Views: 492
[1.1.94]Server pauses when someone joins/server saves map whereas non blocking saving is set to true
Hello, I've a server hosted on " Debian GNU/Linux 12 ", and the server settings contains the following setting : "autosave_only_on_server": true, "non_blocking_saving": true, However the server saves every time someone joins or when it saves the map, any idea why ? I th...
- Wed Oct 25, 2023 8:42 pm
- Forum: Technical Help
- Topic: Bad configuration/encoding for the server, cant show japanese and so on..?
- Replies: 0
- Views: 293
Bad configuration/encoding for the server, cant show japanese and so on..?
Hello, I hope it's the correct location for this topic, if not I'm sorry... When I host a server, on debian, and I type japanese words like "γγγ«γ‘γ― and so on, same for other languages, not english, it shows in the server log instead this : ____ Any idea what I'm missing in the configuration ? Th...
- Thu Oct 19, 2023 7:58 pm
- Forum: Modding interface requests
- Topic: Add possibility to filter on force in LuaEntityDamagedEventFilter
- Replies: 1
- Views: 772
Re: Add possibility to filter on force in LuaEntityDamagedEventFilter
Hello, I hope it's fine to bump it just one time.
It would be very nice to have this new possibility.
It would be very nice to have this new possibility.
- Sun Jul 30, 2023 7:45 am
- Forum: Ideas and Suggestions
- Topic: [1.1.87] Server hangs on very long chat messages
- Replies: 5
- Views: 996
Re: [1.1.87] Server hangs on very long chat messages
Another thing they can do is just paste a massive bp in text, so the savefile of current game gains like +60mo per message (depends how long they did their message..), which make new players download a massive savefile for nothing.
- Sun Jul 23, 2023 3:18 pm
- Forum: Not a bug
- Topic: [1.1.87] Permission "set_linked_container_link_i_d" doesnt allow not admin to edit linked chest symbol
- Replies: 1
- Views: 515
[1.1.87] Permission "set_linked_container_link_i_d" doesnt allow not admin to edit linked chest symbol
Hello, Factorio 1.1.87 We tried to give not admins players the possibility to edit linked chest symbol, by giving them this permission "set_linked_container_link_i_d", however it did nothing. And players needed to be admin for that. Is it possible to make it possible for not admin to edit ...
- Sun Feb 12, 2023 7:17 am
- Forum: Modding interface requests
- Topic: Add option to restrict import of external bp with size(or something else)
- Replies: 2
- Views: 744
Add option to restrict import of external bp with size(or something else)
Hello, We currently have an issue in our server, some griefers just import bps which increase size of savefile to like 600mb or something, and we don't want to disable bp import... Would it be possible to add an option to restrict bp size import with the implementation of whatever you feel like is e...
- Mon Nov 28, 2022 10:24 am
- Forum: Modding interface requests
- Topic: Add possibility to filter on force in LuaEntityDamagedEventFilter
- Replies: 1
- Views: 772
Add possibility to filter on force in LuaEntityDamagedEventFilter
Hello, Idea suggestion Would it be possible please to add an option to filter on force in "LuaEntityDamagedEventFilter" ? Reason In our scenario we can sometimes result in having a lot of attacks at same time by lot of biters at different location to big defenses (a long line of flamers wi...
- Tue Aug 30, 2022 2:42 pm
- Forum: Modding help
- Topic: How do you create a common gui if possible ?
- Replies: 3
- Views: 1112
Re: How do you create a common gui if possible ?
Thanks a lot for your input ! I will try what you said.
Yes we had destroy at the beginning, but now that we removed it, it's much better.
Yes we had destroy at the beginning, but now that we removed it, it's much better.
- Sun Aug 28, 2022 12:03 pm
- Forum: Modding help
- Topic: How do you create a common gui if possible ?
- Replies: 3
- Views: 1112
How do you create a common gui if possible ?
Hello everyone, I'm developing on a mod and I've an issue in my scenario, sometimes in the server I get like 40 players that are playing, the issue is that the GUI is updated frequently which generates a lot of calls because you need to the update of gui to same value 40 times (bad for perf late gam...
- Sat Aug 13, 2022 6:12 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.61] Crash when using clear_cursor()
- Replies: 1
- Views: 2339
[boskid][1.1.61] Crash when using clear_cursor()
Hello, Version : 1.1.61(build59839, win64) How to reproduce : Start a new game Enter the following command : /c function load_spawn(event) local playerIndex = event.player_index local player = game.players[playerIndex] game.print('im called !') player.clear_cursor() end script.on_event(defines.event...
- Mon Dec 27, 2021 6:33 pm
- Forum: Modding interface requests
- Topic: New input_action : Possibility of allow/forbid usage of hand ghosting
- Replies: 2
- Views: 1007
Re: New input_action : Possibility of allow/forbid usage of hand ghosting
Thanks you for your time and answer ! I understand that it's very unlikely to be added, then we shall continue using on_built_entity event instead, which works still but I would have liked more to avoid using that. I think permission is prob less intensive than doing all kind of checks on built_enti...
- Mon Dec 27, 2021 9:06 am
- Forum: Modding interface requests
- Topic: New input_action : Possibility of allow/forbid usage of hand ghosting
- Replies: 2
- Views: 1007
New input_action : Possibility of allow/forbid usage of hand ghosting
Hello, It would be nice to have an input_action added that can allow or forbid hand-ghosting (shift click with a building in hand). I have not seen an input_action that can change that, there are lot of permissions with blueprint (copy, paste and so on) but it is just this case of hand-ghosting miss...
- Sat Dec 11, 2021 11:06 pm
- Forum: Technical Help
- Topic: Player griefing with infinite accounts
- Replies: 18
- Views: 5003
Re: Player griefing with infinite accounts
Thanks you for the explanation, I understand now how he does it at least. Even if we can't do much, we will report any suspicious account.
- Sat Dec 11, 2021 7:30 pm
- Forum: Technical Help
- Topic: Player griefing with infinite accounts
- Replies: 18
- Views: 5003
[1.1.49]Ban dodgeing : stick ban even after name change, or hole somewhere..?
Hello, We have noticed on biter battles server (which usually have 25+) players that one player is able to dodge/work around the ban system of factorio very often. I'm unsure of how he does it, but he regurlary comes back (even when banned), it has been like that for months. Example of nicks : perke...
- Mon Nov 29, 2021 4:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd][1.1.48] Error loading save: "transport line groups are not consistent"
- Replies: 5
- Views: 3783
Re: [1.1.48] Error loading save: "transport line groups are not consistent"
Hello ! I got good news about this issue, finally it was on the scenario side so you can reject this topic. Explanation : "yes i noticed it today after server reset i wasn't trusted, and then partway through game i could make ghosts but it would not mark trees for deconstruction wasn't a proble...
- Sat Nov 27, 2021 8:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd][1.1.48] Error loading save: "transport line groups are not consistent"
- Replies: 5
- Views: 3783
Re: [1.1.48] Error loading save: "transport line groups are not consistent"
Hello,
Wow, thanks you for the fast reply !
I'm going to be honest, no clue. I don't know this player who did that, if I had to guess he prob used bots or ghost or something.. but who knows.
If I find him, I will ask him if he remembers but he was not a regular so...
Wow, thanks you for the fast reply !
I'm going to be honest, no clue. I don't know this player who did that, if I had to guess he prob used bots or ghost or something.. but who knows.
If I find him, I will ask him if he remembers but he was not a regular so...
- Sat Nov 27, 2021 7:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd][1.1.48] Error loading save: "transport line groups are not consistent"
- Replies: 5
- Views: 3783
Re: [1.1.48] Error loading save: "transport line groups are not consistent"
Hello,
One more information, a player found the bugged part of the savefile, here are some informations about it :
aparisi (north): here
aparisi (north): belt was well placed, but coppler plates couldnt pass
qkratxa (spectator): ye ipen drain did
qkratxa (spectator): open drain
One more information, a player found the bugged part of the savefile, here are some informations about it :
aparisi (north): here
aparisi (north): belt was well placed, but coppler plates couldnt pass
qkratxa (spectator): ye ipen drain did
qkratxa (spectator): open drain
- Sat Nov 27, 2021 7:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd][1.1.48] Error loading save: "transport line groups are not consistent"
- Replies: 5
- Views: 3783
[Oxyd][1.1.48] Error loading save: "transport line groups are not consistent"
Hello, On the server free biterbattles (not modded, a scenario), sometimes we encounter desync, the way admins solve it is usually by removing bps or stucked bots. On this savefile, when you try to load it on local, you have the error message "transport line are not consistent", or when we...
- Sun Oct 15, 2017 3:19 am
- Forum: Duplicates
- Topic: [0.15.34][SOLVED]Bots on strike - idling instead of working
- Replies: 3
- Views: 1416
Re: [0.15.34]Bots on strike - idling instead of working
Indeed, seems like it was the issue, I removed some ghost on the save and the bots started working again. Interesting, I didn't know about this small detail..
Sorry.
Solved.