Search found 93 matches

by Atraps003
Sat Nov 23, 2024 8:19 pm
Forum: Technical Help
Topic: Multiplayer Lag Problems
Replies: 7
Views: 787

Re: Multiplayer Lag Problems

It looks like this save is approaching the limits of what factorio can do in 16ms on current computers. In multiplayer fps is sacrificed for ups to keep up with the server. The headless server has less overhead than factorio with graphics thus it's easier for the server to maintain 60 ups while your ...
by Atraps003
Sat Nov 23, 2024 2:20 pm
Forum: Technical Help
Topic: Multiplayer Lag Problems
Replies: 7
Views: 787

Re: Multiplayer Lag Problems

The save file is missing from attachments.
by Atraps003
Sat Nov 23, 2024 4:03 am
Forum: Documentation Improvement Requests
Topic: AsteroidMapSettings
Replies: 4
Views: 346

Re: AsteroidMapSettings

Yes. Default value is 1
by Atraps003
Fri Nov 22, 2024 11:01 pm
Forum: Technical Help
Topic: How to diagnose the cause of the server lag?
Replies: 2
Views: 304

Re: How to diagnose the cause of the server lag?

Smokeping to monitor the network connection quality between the vps and the clients connecting to the vps. If the connection looks like this the lag will be terrible.

https://oss.oetiker.ch/smokeping/
by Atraps003
Fri Nov 22, 2024 10:26 pm
Forum: Documentation Improvement Requests
Topic: AsteroidMapSettings
Replies: 4
Views: 346

Re: AsteroidMapSettings

The documentation is confusing. It should be AsteroidsMapSettings

/c game.map_settings.asteroids.spawning_rate = 0.5
by Atraps003
Thu Nov 21, 2024 6:14 am
Forum: Gameplay Help
Topic: In editor, how do I make aquilo surface freeze like in the game?
Replies: 2
Views: 339

Re: In editor, how do I make aquilo surface freeze like in the game?

Under surfaces click generate planets button then change your current surface to aquilo. Also check if editor is paused.
by Atraps003
Tue Nov 19, 2024 6:28 pm
Forum: Technical Help
Topic: Need to change NAT settings after restart of server
Replies: 5
Views: 309

Re: Need to change NAT settings after restart of server

Factorio default port is udp 34197
by Atraps003
Thu Oct 31, 2024 4:58 pm
Forum: General discussion
Topic: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
Replies: 65
Views: 19347

Re: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game

I'd guesstimate that their payroll costs are ~$5 million per year. If anything the price is too low. We ought to buy the game twice unless we want scammy microtransactions to take over. :)
by Atraps003
Mon Sep 16, 2024 8:31 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.110] Desync when using technology_price_multiplier
Replies: 4
Views: 717

Re: [1.1.110] Desync when using technology_price_multiplier

Getting a crash is also possible.

-Host multiplayer game with technology_price_multiplier.zip save above
-Join game with another instance
-Disable research queue /c game.forces["player"].research_queue_enabled = false
-Repeatedly change the research between steel processing and logistic science pack
by Atraps003
Tue Sep 03, 2024 11:16 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.110] Desync when using technology_price_multiplier
Replies: 4
Views: 717

Re: [1.1.110] Desync when using technology_price_multiplier

The heavy mode false positive tricked me. Getting a real desync is more complicated.

-Host multiplayer game with attached save
-Start research logistic science pack until research progress is greater than 85%
-Cancel research logistic science pack (it must not complete)
-Start research steel
-Queue ...
by Atraps003
Tue Sep 03, 2024 10:56 pm
Forum: Minor issues
Topic: [1.1.110] Multiplayer game doesn't reappear in public games list after network outage
Replies: 2
Views: 558

Re: [1.1.110] Multiplayer game doesn't reappear in public games list after network outage

It seems this issue only occurs when there is dns caching involved during the network outage?

If the error is this then the game is restored on the list.
Error HttpSharedState.cpp:158: CURL failed: code:6, 6; Could not resolve host: multiplayer.factorio.com

If the error is this then the game won't ...
by Atraps003
Tue Sep 03, 2024 5:06 am
Forum: Resolved Problems and Bugs
Topic: [1.1.110] Desync when using technology_price_multiplier
Replies: 4
Views: 717

[1.1.110] Desync when using technology_price_multiplier

In a new game

/toggle-heavy-mode
/c game.difficulty_settings.technology_price_multiplier = 0.5

Heavy mode check should fail.
by Atraps003
Tue Sep 03, 2024 4:40 am
Forum: Minor issues
Topic: [1.1.110] Multiplayer game doesn't reappear in public games list after network outage
Replies: 2
Views: 558

[1.1.110] Multiplayer game doesn't reappear in public games list after network outage

When hosting a public multiplayer game the game will not reappear in the browse public games list after a network outage has been fixed. The game is still connectable using Continue from main menu or using connect to address. After the network outage is fixed the game host needs to quit and rehost ...
by Atraps003
Sun Sep 01, 2024 5:27 am
Forum: Technical Help
Topic: [1.1.87] Map download speed slower since upgrading internet connection
Replies: 15
Views: 1396

Re: [1.1.87] Map download speed slower since upgrading internet connection

A speed test to cloudflare doesn't mean much in this case. Vodafone's route to cloudflare can be fast while its route to your friend is slow. In the below speedtest example you can see that vodafone uploads much slower to att compared to another provider in the same city. In this example vodafone ...
by Atraps003
Sat Aug 03, 2024 4:21 pm
Forum: Technical Help
Topic: [1.1.109] Lag Spikes when placing structures (turrets, chests) near enemies
Replies: 3
Views: 563

Re: [1.1.109] Lag Spikes when placing structures (turrets, chests) near enemies

The lag spikes you were describing sounded similar to the lag I was getting when I was messing with these values. The developers provided more information about the performance implications of increasing these values here.

viewtopic.php?f=48&t=105316
by Atraps003
Sat Aug 03, 2024 4:03 am
Forum: Technical Help
Topic: [1.1.109] Lag Spikes when placing structures (turrets, chests) near enemies
Replies: 3
Views: 563

Re: [1.1.109] Lag Spikes when placing structures (turrets, chests) near enemies

It looks like a mod set extremely high friendly_base_influence_radius and enemy_building_influence_radius values of 15878. From what I can tell setting it back to the default value of 2 fixes the lag spikes in the vanilla save. I didn't test the modded save.

/c game.map_settings.enemy_expansion ...
by Atraps003
Wed Jul 31, 2024 1:39 am
Forum: Resolved Problems and Bugs
Topic: [1.1.109] delete-blueprint-library doesn't free up ram on linux
Replies: 1
Views: 582

[1.1.109] delete-blueprint-library doesn't free up ram on linux

Running command /delete-blueprint-library everybody confirm on a map with a big offline player blueprint library does not reduce ram usage on linux.

Load attached map on headless linux.
Connect windows factorio to linux factorio server.
Run /delete-blueprint-library everybody confirm
Ram usage of ...
by Atraps003
Wed Jul 10, 2024 8:50 am
Forum: Resolved Problems and Bugs
Topic: [1.1.109] Desync when reading finished_but_continuing
Replies: 1
Views: 559

[1.1.109] Desync when reading finished_but_continuing

These steps should result in a desync.

-Connect two instances of factorio in multiplayer with the attached save.
-Launch the rocket.
-Click continue in one instance, leave the victory gui open in the other instance.
-Run /c game.print(game.finished_but_continuing)
by Atraps003
Fri Jun 14, 2024 7:08 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.107] Desync when using request_to_generate_chunks
Replies: 15
Views: 6514

Re: [1.1.107] Desync when using request_to_generate_chunks

Thanks for the information and bug fix.
by Atraps003
Thu Jun 13, 2024 4:28 am
Forum: Resolved Problems and Bugs
Topic: [1.1.107] Desync when using request_to_generate_chunks
Replies: 15
Views: 6514

Re: [1.1.107] Desync when using request_to_generate_chunks

My reproduction step of connecting windows to linux is wrong. It looks like it's not the os that is the issue but the cpu generation.

Multiplayer with group of new cpus will not desync. Multiplayer with group of old cpus will not desync. Multiplayer with a mix of new cpus and old cpus results in ...

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