Search found 93 matches
- 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 ...
- 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.
- Sat Nov 23, 2024 4:03 am
- Forum: Documentation Improvement Requests
- Topic: AsteroidMapSettings
- Replies: 4
- Views: 346
Re: AsteroidMapSettings
Yes. Default value is 1
- 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/
https://oss.oetiker.ch/smokeping/
- 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
/c game.map_settings.asteroids.spawning_rate = 0.5
- 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.
- 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
- 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.
- 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
-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
- 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 ...
-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 ...
- 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 ...
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 ...
- 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.
/toggle-heavy-mode
/c game.difficulty_settings.technology_price_multiplier = 0.5
Heavy mode check should fail.
- 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 ...
- 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 ...
- 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
viewtopic.php?f=48&t=105316
- 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 ...
/c game.map_settings.enemy_expansion ...
- 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 ...
Load attached map on headless linux.
Connect windows factorio to linux factorio server.
Run /delete-blueprint-library everybody confirm
Ram usage of ...
- 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)
-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)
- 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.
- 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 ...
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 ...