Search found 122 matches

by XaLpHa89
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 ...
by XaLpHa89
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 ...
by XaLpHa89
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 ...
by XaLpHa89
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 ...
by XaLpHa89
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 ...
by XaLpHa89
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 ...
by XaLpHa89
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?
by XaLpHa89
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 ...
by XaLpHa89
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 ...
by XaLpHa89
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 ...
by XaLpHa89
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!
by XaLpHa89
Wed Apr 27, 2022 11:26 pm
Forum: Pending
Topic: [1.1.57] Achievements are flawed
Replies: 9
Views: 2927

Re: [1.1.57] Achievements are flawed

A
by XaLpHa89
Wed Apr 27, 2022 10:41 pm
Forum: Pending
Topic: [1.1.57] Achievements are flawed
Replies: 9
Views: 2927

Re: [1.1.57] Achievements are flawed

A
by XaLpHa89
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?
20220425212908_1.jpg
20220425212908_1.jpg (520.67 KiB) Viewed 2927 times
by XaLpHa89
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?
20220427215530_1.jpg
20220427215530_1.jpg (87.52 KiB) Viewed 2258 times
by XaLpHa89
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

ssilk wrote: Sun Apr 03, 2022 4:07 am https://mods.factorio.com/mod/Fill4Me
I play without mods. What you can see in the screenshot is a custom vanilla scenario.
by XaLpHa89
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.
20220402135725_1.jpg
20220402135725_1.jpg (326.17 KiB) Viewed 2067 times
by XaLpHa89
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

posila wrote: Thu Jan 27, 2022 9:15 am Corpse/remnant have empty default collision mask, which means they don't collide with anything.
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?
by XaLpHa89
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
20220126033453_1.jpg
20220126033453_1.jpg (429.67 KiB) Viewed 1485 times
by XaLpHa89
Fri Aug 06, 2021 9:10 pm
Forum: Modding help
Topic: Player Alliance Color
Replies: 4
Views: 1776

Re: Player Alliance Color

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.
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