Search found 122 matches
- Tue Oct 29, 2024 2:13 pm
- Forum: Minor issues
- Topic: [2.0.11][Main Menu] Continue button not useful for server hosted from dynamic IP
- Replies: 2
- Views: 291
Re: [2.0.11][Main Menu] Continue the last session
Thanks for the report however in this case there's nothing we can do. Any method we would use to try to keep track of which server you had joined may be invalidated with enough time.
You probably know better than I do, just one more tip: as soon as the address changes, the new address is ...
- Tue Oct 29, 2024 11:24 am
- Forum: Minor issues
- Topic: [2.0.11][Main Menu] Continue button not useful for server hosted from dynamic IP
- Replies: 2
- Views: 291
[2.0.11][Main Menu] Continue button not useful for server hosted from dynamic IP
In version 2.0.11 there is a button in the main menu to continue the last session. This button is useful, but it doesn't work very well. The problem is that I run a local, separate server, and since I run it at home, it has a new IP every day when viewed from the outside (outside the apartment ...
- Sun Oct 27, 2024 10:48 pm
- Forum: Not a bug
- Topic: [raiguard][2.0.11][Fulgora] Electromagnetic plant - fluid problem
- Replies: 1
- Views: 665
[raiguard][2.0.11][Fulgora] Electromagnetic plant - fluid problem
See screenshots. In version 2.0.11 on the planet Fulgora, I suddenly have a mixture of liquids and can only get it fixed if I remove the electromagnetic plant and put it back in. When I was turning it, it happened to me once that liquids could be swapped around. Even though I had removed every pipe ...
- Thu May 19, 2022 8:42 am
- Forum: Multiplayer / Dedicated Server
- Topic: Multiple instances - are there any side effects if I delete .lock?
- Replies: 6
- Views: 3395
Re: Multiple instances - are there any side effects if I delete .lock?
I am mostly in favor of using a config file since you have to allocate a separate directory anyway, there are no strong reasons preventing you from having multiple config files anyway.
The ability to specify separately some of the paths was added in 0.18.29, while the --mod-directory is an ...
- Thu May 19, 2022 8:18 am
- Forum: Modding discussion
- Topic: Event.on_entity_damaged triggered by a land mine
- Replies: 1
- Views: 1178
Event.on_entity_damaged triggered by a land mine
I would like to show the damage when a player walks over a land mine. Only the Event.on_entity_damaged is not triggered. What can I do? Use of other mods not desired. Can you please change the animation, it's always very weird when you're stuck by a land mine.
local function script_event_on_entity ...
local function script_event_on_entity ...
- Wed May 18, 2022 5:05 pm
- Forum: Multiplayer / Dedicated Server
- Topic: Multiple instances - are there any side effects if I delete .lock?
- Replies: 6
- Views: 3395
Re: Multiple instances - are there any side effects if I delete .lock?
Thank you for your detailed reply. I have now created a second config. Just as there is a --mod-directory parameter, I would like a --server-directory parameter. Does that make sense, would it be possible? Or for all a separate parameter?
--server-directory
--mod-directory
--save-directory ...
--server-directory
--mod-directory
--save-directory ...
- Wed May 18, 2022 6:01 am
- Forum: Multiplayer / Dedicated Server
- Topic: Multiple instances - are there any side effects if I delete .lock?
- Replies: 6
- Views: 3395
Re: Multiple instances - are there any side effects if I delete .lock?
There is this one: https://forums.factorio.com/viewtopic.php?p=471804#p471804
I have now added the parameter "--no-log-rotation". It would be better to switch off the log completely, is that possible? How much is the content in "factorio\temp\currently-playing" affected? Can the path be changed?
- Tue May 17, 2022 9:09 am
- Forum: Multiplayer / Dedicated Server
- Topic: Multiple instances - are there any side effects if I delete .lock?
- Replies: 6
- Views: 3395
Multiple instances - are there any side effects if I delete .lock?
I've successfully started multiple servers with and without mods, just deleting the ".lock" file. Are there any side effects I'm missing?
screen -dmSU "screen.window.factorio.instance_1"; \
screen -S "screen.window.factorio.instance_1" -p 0 -X stuff "
/opt/factorio/bin/x64/factorio
--start-server ...
screen -dmSU "screen.window.factorio.instance_1"; \
screen -S "screen.window.factorio.instance_1" -p 0 -X stuff "
/opt/factorio/bin/x64/factorio
--start-server ...
- Tue May 17, 2022 8:53 am
- Forum: Modding discussion
- Topic: Steam start parameter --mod-directory mods
- Replies: 0
- Views: 10347
Steam start parameter --mod-directory mods
### Default path to the factorio mods directory.
[WINDOWS] + [R]
%appdata%\Factorio\mods
### But you are forced to copy the complete path.
--mod-directory C:\Users\USERNAME\AppData\Roaming\Factorio\mods
### It would be nice if you could just use the word "mods", which would then be created in the ...
[WINDOWS] + [R]
%appdata%\Factorio\mods
### But you are forced to copy the complete path.
--mod-directory C:\Users\USERNAME\AppData\Roaming\Factorio\mods
### It would be nice if you could just use the word "mods", which would then be created in the ...
- Thu Apr 28, 2022 9:21 pm
- Forum: Pending
- Topic: [1.1.57] Achievements are flawed
- Replies: 9
- Views: 2927
Re: [1.1.57] Achievements are flawed
99 is not 100!
This is known, if you can reproduce it post steps that do.
Of course it would be nice to know the steps. But I'm a bit annoyed that it was simply classified as "Not a Bug". It's clearly a bug, just not easy to find. I can only get a small stone rolling, the main work you have ...
- Thu Apr 28, 2022 12:44 am
- Forum: Pending
- Topic: [1.1.57] Achievements are flawed
- Replies: 9
- Views: 2927
Re: [1.1.57] Achievements are flawed
99 is not 100!
- Wed Apr 27, 2022 11:26 pm
- Forum: Pending
- Topic: [1.1.57] Achievements are flawed
- Replies: 9
- Views: 2927
- Wed Apr 27, 2022 10:41 pm
- Forum: Pending
- Topic: [1.1.57] Achievements are flawed
- Replies: 9
- Views: 2927
- Wed Apr 27, 2022 10:25 pm
- Forum: Pending
- Topic: [1.1.57] Achievements are flawed
- Replies: 9
- Views: 2927
[1.1.57] Achievements are flawed
For several years I had completed 100% of the achievements. After helping some friends build a train within 90 minutes a few days ago. The achievements have now been reset and are even displayed incorrectly. See screenshot 99/100. How is that possible?
- Wed Apr 27, 2022 8:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.57] I can't set server password via /config
- Replies: 1
- Views: 2258
[1.1.57] I can't set server password via /config
I had forgotten to set a server password in the server-settings.json, so I wanted to set one via /config, only changing the password is not accepted. Where is the save button?
- Sun Apr 03, 2022 10:18 am
- Forum: Ideas and Suggestions
- Topic: Vehicle fuel gauge
- Replies: 5
- Views: 2067
Re: [1.1.53] Vehicle fuel gauge
I play without mods. What you can see in the screenshot is a custom vanilla scenario.
- Sat Apr 02, 2022 12:05 pm
- Forum: Ideas and Suggestions
- Topic: Vehicle fuel gauge
- Replies: 5
- Views: 2067
Vehicle fuel gauge
I use vehicles a lot and I'm always annoyed when I forget to fill up with fuel. Could you please include a fuel gauge? Look at the wood in the screenshot.
- Thu Jan 27, 2022 9:11 pm
- Forum: Modding help
- Topic: [1.1.53] LuaSurface.set_tiles and remove_colliding_entities
- Replies: 2
- Views: 1485
Re: [1.1.53] LuaSurface.set_tiles and remove_colliding_entities
That's what I thought, so that the set_tiles function is all-encompassing, I would like a new parameter that can also be used to exchange non-colliding objects. Does it make sense?posila wrote: Thu Jan 27, 2022 9:15 am Corpse/remnant have empty default collision mask, which means they don't collide with anything.
- Wed Jan 26, 2022 9:12 pm
- Forum: Modding help
- Topic: [1.1.53] LuaSurface.set_tiles and remove_colliding_entities
- Replies: 2
- Views: 1485
[1.1.53] LuaSurface.set_tiles and remove_colliding_entities
In the screenshot you can see that the destroyed chests have not been removed. I'm of the opinion that this should actually be done with the remove_colliding_entities parameter?
LuaSurface.set_tiles
LuaSurface.set_tiles
- Fri Aug 06, 2021 9:10 pm
- Forum: Modding help
- Topic: Player Alliance Color
- Replies: 4
- Views: 1776
Re: Player Alliance Color
Status?Koub wrote: Mon Jul 19, 2021 5:29 am [Koub] Moving this to modding help. If it comes out that it's currently not doable, I'll move it to modding interface requests.