Search found 47 matches
- Sat Oct 07, 2023 7:14 pm
- Forum: Ideas and Suggestions
- Topic: Option to make server wait for slowest client
- Replies: 34
- Views: 14536
Slow down server setting
A common issue with factorio multiplayer is that when the map gets bigger and you begin to reach UPS limits the slower players get dropped as they cannot keep up. The current solutions to this are either to: host the game on the slowest pc so that everyone can keep up. This is not always possible or...
- Sun Nov 07, 2021 1:56 pm
- Forum: Won't fix.
- Topic: [Rseding] [1.1.46] Ghost controller can open permissions but not close it
- Replies: 1
- Views: 1670
[Rseding] [1.1.46] Ghost controller can open permissions but not close it
I changed to ghost controller with /c game.player.set_controller{type=defines.controllers.ghost} then open the permissions window with /permissions Changing permissions in this state does not apply and you can not close the permissions window I got out of the state by changing the controller type vi...
- Mon Mar 29, 2021 8:52 pm
- Forum: Ideas and Suggestions
- Topic: Automatically equip best armor
- Replies: 15
- Views: 3765
Automatically equip best armor
It would be great if when you:
Craft a better armor it would automatically swap it for your current armor
Pick up a corpse, it would equip the best armor in the corpse rather than the worst. (this is particularly annoying)
Craft a better armor it would automatically swap it for your current armor
Pick up a corpse, it would equip the best armor in the corpse rather than the worst. (this is particularly annoying)
- Sat Mar 20, 2021 6:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.27] Inserting armor tag in chat uses wrong icon
- Replies: 2
- Views: 3045
[Klonan] [1.1.27] Inserting armor tag in chat uses wrong icon
Any armor tag put in chat seems to result in power armor 2 icon being displayed
Specifically referring to player armor, not the armor item
ref:viewtopic.php?f=11&t=67537
Specifically referring to player armor, not the armor item
ref:viewtopic.php?f=11&t=67537
- Mon Nov 23, 2020 10:05 pm
- Forum: Duplicates
- Topic: [1.1.0] Character/Weapon GUI in old position in editor mode
- Replies: 1
- Views: 766
[1.1.0] Character/Weapon GUI in old position in editor mode
If you go into editor mode, the character/weapon GUI jumps back to the old position in the bottom right corner
- Fri Aug 07, 2020 8:24 am
- Forum: Not a bug
- Topic: [0.18.43] Editor GUI Settings tab vertical size based on Tools Tab
- Replies: 1
- Views: 734
[0.18.43] Editor GUI Settings tab vertical size based on Tools Tab
The new editor gui settings tab follows the vertical size of whatever is selected in the tools tab
So if you select none in tools, settings is really short
if you select entities in tools, settings fills the screen (vertically)
So if you select none in tools, settings is really short
if you select entities in tools, settings fills the screen (vertically)
- Sat Jun 06, 2020 8:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.30] Personal laser light effect and beam position don't match under latency
- Replies: 2
- Views: 1054
[0.18.30] Personal laser light effect and beam position don't match under latency
When playing on a multiplayer game with some latency, the personal laser beams originate from the character position but the light effect for the beams originate from a delayed position
- Wed Jun 03, 2020 12:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.29] Hard game crash calling LuaEntity.set_driver() passing an offline LuaPlayer
- Replies: 1
- Views: 1936
[0.18.29] Hard game crash calling LuaEntity.set_driver() passing an offline LuaPlayer
To reproduce: I load a multiplayer save file, place a locomotive and then run
while locomotive is selected and Bilka is offline.
PS. Doesn't seem to crash if offline player is in editor mode
Code: Select all
/c game.player.selected.set_driver(game.players["Bilka"])
PS. Doesn't seem to crash if offline player is in editor mode
- Mon Jun 01, 2020 9:06 pm
- Forum: Implemented mod requests
- Topic: Flag to force prototype placement on rail grid
- Replies: 6
- Views: 2884
Re: Flag to force prototype placement on rail grid
I found a workaround using the train-stop which seems to work in my case (it hasn't broken anything yet), so I probably don't need this anymore.
EDIT: turns out my workaround has some issues.
EDIT: turns out my workaround has some issues.
- Mon Jun 01, 2020 6:14 pm
- Forum: Implemented mod requests
- Topic: Flag to force prototype placement on rail grid
- Replies: 6
- Views: 2884
Re: Flag to force prototype placement on rail grid
The workaround is to listen for the build event, calculate the expected position, and rebuild or refund the building if it does not match. You cant calculate the expected position because you are exactly halfway between 2 or 4 valid positions. You can refund if its off but then player has a 1 in 4 ...
- Mon Jun 01, 2020 5:14 pm
- Forum: Implemented mod requests
- Topic: Flag to force prototype placement on rail grid
- Replies: 6
- Views: 2884
Flag to force prototype placement on rail grid
I would like something which forces placement of the prototype on the rail grid, (the way it works with rails and train-stops) eg "placeable-rail-grid" flag in EntityPrototypeFlags This would allow creation of modded entities related to the rail grid. Currently this is only achievable by b...
- Wed May 27, 2020 12:33 am
- Forum: Not a bug
- Topic: [0.18.27] Icons are blurry on 100% scale
- Replies: 6
- Views: 2182
Re: [0.18.27] Icons are blurry on 100% scale
The icons made with scaling on the left side are anti-aliased, the pixels were blended in resizing rather than sampled. Sure the quality could be improved further with some more processing.
The image on the right makes me feel like I need to get my eyes checked.
The image on the right makes me feel like I need to get my eyes checked.
- Tue May 26, 2020 6:18 pm
- Forum: Not a bug
- Topic: [0.18.27] Icons are blurry on 100% scale
- Replies: 6
- Views: 2182
[0.18.27] Icons are blurry on 100% scale
Most of the new icons appear blurry at 100% scale. On the left I set the game to 200% and then rescaled the screenshot by half in mspaint. On the right is the ingame icons on 100% The rescaled icons in paint are much clearer. Especially visible on solar panel and accumulators https://i.imgur.com/KaT...
- Tue May 26, 2020 1:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.26] Cant modify scriptarea using editor gui when client in multiplayer
- Replies: 1
- Views: 1846
[0.18.26] Cant modify scriptarea using editor gui when client in multiplayer
If you join a multiplayer game as a client and go into editor mode, you can add and remove areas but attempting to change the name makes it nil and changing the color makes it black.
Works fine in singleplayer or when hosting multiplayer.
Works fine in singleplayer or when hosting multiplayer.
- Tue May 19, 2020 12:45 pm
- Forum: Modding interface requests
- Topic: Let minimap GuiElement take a train argument to show the centered on train minimap
- Replies: 0
- Views: 663
Let minimap GuiElement take a train argument to show the centered on train minimap
This would allow recreating the train gui with modifications, seeing as modifying base guis is not allowed.
Also useful for creating other train-related guis
Also useful for creating other train-related guis
- Sat May 16, 2020 11:11 pm
- Forum: Pending
- Topic: [0.18.24] Rolling stock snapping offset when part of train on curve
- Replies: 1
- Views: 1146
[0.18.24] Rolling stock snapping offset when part of train on curve
When part of a train is on a curve, the snapping points for adding a new wagon on the straight section no longer correspond to the position of the back wagon but have an offset. For the mod I am developing wagons added to the back of the train via script based on the back_stock position do not alway...
- Mon Apr 27, 2020 8:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.21] Use different mod settings per save option does nothing
- Replies: 2
- Views: 2415
[0.18.21] Use different mod settings per save option does nothing
I want to use the same mod settings across all saves but every save I load keeps its own settings.
Enabling or disabling the "Use different mod settings per save" option has no effect.
Enabling or disabling the "Use different mod settings per save" option has no effect.
- Fri Apr 24, 2020 3:40 pm
- Forum: Not a bug
- Topic: [0.18.19] get_rail_segment_entity returns nil for rail signals at nearer position on rail
- Replies: 3
- Views: 1340
Re: [0.18.19] get_rail_segment_entity returns nil for rail signals at nearer position on rail
Segment - a series of rails that are not split in between by junctions, signals or stations. The basic unit for pathfinder.
Above returns nil in all cases
Above works fine
- Thu Apr 23, 2020 11:15 pm
- Forum: Not a bug
- Topic: [0.18.19] get_rail_segment_entity returns nil for rail signals at nearer position on rail
- Replies: 3
- Views: 1340
[0.18.19] get_rail_segment_entity returns nil for rail signals at nearer position on rail
Rail signals have two placement positions on a straight rail. If the rail signal is at the further away position from the source rail for get_rail_segment_entity, the rail signal entity is returned. However if the rail signal is at the closer position, get_rail_segment_entity returns nil. I expect i...
- Thu Apr 23, 2020 11:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.18.19] Replay stuck paused in tech window
- Replies: 1
- Views: 2795
[kovarex] [0.18.19] Replay stuck paused in tech window
If you switch to a player who has the tech window open while in a paused replay, the fullscreen tech window covers the replay gui and you cannot unpause or leave.
The replay gui needs to be in front, it would also be nice if it had hotkeys.
The replay gui needs to be in front, it would also be nice if it had hotkeys.