Search found 205 matches
- Thu Dec 30, 2021 6:30 am
- Forum: Pending
- Topic: When joining multiplayer public games loading screen gets stuck on "waiting for server to save map" I cant get into game
- Replies: 20
- Views: 5590
Re: When joining multiplayer public games loading screen gets stuck on "waiting for server to save map" I cant get into
It sounds related to this bug report : [...] For players connected to the server this shows up as a progress bar at 100% saying "Server (<server>) is saving the map for player.", for the player connecting it's a progress bar at 100% saying "Waiting for the server to save the map."...
- Thu Dec 30, 2021 2:37 am
- Forum: Technical Help
- Topic: Performance problems when using the factorissimo mod
- Replies: 61
- Views: 14288
Re: Factorio suggestions for improvement performance patch
Heavy mode is different from a CRC check, it saves the map and then loads a copy of the map that was just saved into memory in order to compares the full map CRC of the current map with one gone through a save load cycle. This happens every tick, which is why it is so slow. Can't a patch be made ag...
- Wed Dec 29, 2021 9:56 pm
- Forum: Technical Help
- Topic: Performance problems when using the factorissimo mod
- Replies: 61
- Views: 14288
Re: Factorio suggestions for improvement performance patch
the game does a CRC of the memory state every so often. I don't know how often. but it's not every tick - it can't be. that's how Heavy Mode works - the game essentially runs this CRC check on every tick, so, the game runs about 1-3 UPS in that condition. This is incorrect. The game does a CRC heur...
- Tue Dec 21, 2021 9:52 pm
- Forum: Technical Help
- Topic: Prompt for a console command
- Replies: 3
- Views: 1143
Re: Prompt for a console command
You can do this with /editor by opening the technology screen while in editor mode.
- Sat Dec 18, 2021 6:08 pm
- Forum: Modding discussion
- Topic: New API Docs website
- Replies: 68
- Views: 22719
Re: New API Docs website
I made a video to demonstrate just how badly the new site design performs on my phone compared to the old one, and with the box shadows removed. https://youtu.be/xjCwI-8wy2g This is also how the main site, blog, and mod portal performs on my phone. In my opinion it's not a great look for a game that...
- Mon Nov 22, 2021 5:58 pm
- Forum: Mod portal Discussion
- Topic: Reducing the number of categories
- Replies: 19
- Views: 5890
Re: Reducing the number of categories
I find the idea that you can categorize mods into exactly one of a set of categories to be rather problematic. What category would you put a mod that adds content, tweaks existing gameplay, adds utilities, and scenarios, and act as a library for other mods to use? There simply doesn't exist a set of...
- Fri Oct 29, 2021 5:51 pm
- Forum: Development tools
- Topic: Hornwitser's Python Scripts (desync diff/.dat parse/multi instance)
- Replies: 1
- Views: 2690
Re: Hornwitser's Python Scripts (desync diff/.dat parse/multi instance)
I added a ping tool which can ping Factorio servers over UDP and show basic statistics about it, might be useful for troubleshooting multiplayer issues. See the README on the Github/PyPi page linked in my previous post for details.
- Fri Oct 29, 2021 5:47 pm
- Forum: Technical Help
- Topic: Peer wants Heartbeat that we don't have ERROR multiplayer
- Replies: 6
- Views: 2127
Re: Peer wants Heartbeat that we don't have ERROR multiplayer
I have written a Python tool for pinging Factorio servers over UDP. It would be helpful if you tried to ping the server you're trying to connected while you are connecting to it. You can install it with the following command py -m pip install --user --upgrade hornwitser.factorio_tools And then ping ...
- Thu Oct 28, 2021 1:42 pm
- Forum: Technical Help
- Topic: Peer wants Heartbeat that we don't have ERROR multiplayer
- Replies: 6
- Views: 2127
Re: Peer wants Heartbeat that we don't have ERROR multiplayer
From the logs the connection to the server is accepted and some communication is happening but it's not able to keep up. The server saves the game but is unable to tell the client this happened so that it can start downloading the map. The "peer wants a heartbeat that we don't have" messag...
- Thu Oct 28, 2021 11:55 am
- Forum: Technical Help
- Topic: Peer wants Heartbeat that we don't have ERROR multiplayer
- Replies: 6
- Views: 2127
Re: Peer wants Heartbeat that we don't have ERROR multiplayer
Can you provide one of the saves that have this issue?
- Mon Oct 25, 2021 1:54 pm
- Forum: Outdated/Not implemented
- Topic: dissociated multiplayer option for high latency players
- Replies: 11
- Views: 3714
Re: dissociated multiplayer option for high latency players
I tried playing the game with a simulated 2 second latency link (120 ticks) and, well. I don't find it unplayable. Yes, inventory actions take 2 seconds to complete, but for most of the actions I could do the clicks and carry on knowing the action will be happen in 2 seconds. Walking around, placing...
- Sun Oct 24, 2021 6:42 am
- Forum: Technical Help
- Topic: Linux Headless Server - Game Saves
- Replies: 1
- Views: 809
Re: Linux Headless Server - Game Saves
Do you have any mods installed that could be responsible for creating a new world when you join? Is the map you download from the server the expected size? Does the playtime of the server match the playtime of the map in the server browser? Are there more than one surface in the map and you're joini...
- Sun Oct 24, 2021 6:30 am
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 37834
Re: What are the most impractical items in Factorio?
Each efficiency 2 in a furnace reduces pollution by 0.1/m. Unfortunately, even with maximum efficiency 1s everywhere along the production chain, making that efficiency 2 module emits about 60 units of pollution. So it takes ten hours before the savings match the cost. Where do you get this number f...
- Wed Sep 22, 2021 2:42 pm
- Forum: Releases
- Topic: Version 1.1.40
- Replies: 38
- Views: 25866
Re: Version 1.1.40
What inspired the implementation of the auth server ban system?
- Sat Sep 04, 2021 12:23 pm
- Forum: Modding discussion
- Topic: New API Docs website
- Replies: 68
- Views: 22719
Re: New API Docs website
I also want to hammer home that this site design (that's also shared with the main site, blog, mod portal and others) has the worst scroll lag I've ever experienced on a site with a mobile friendly layout on my mid range phone. I stopped reading FFFs on my phone because I'd rather not read the FFF t...
- Fri Sep 03, 2021 11:06 pm
- Forum: Modding discussion
- Topic: New API Docs website
- Replies: 68
- Views: 22719
Re: New API Docs website
My first impressions to this was wow, why is it so visually noisy? Maybe it's something to get used to. My second impression was why is it so hard to read? The old one was something I'd describe as highly refined functionality over form to the point of beauty. Easy to read, easy to skim, just great....
- Tue Aug 31, 2021 5:00 pm
- Forum: Ideas and Suggestions
- Topic: Improve wording on signals in Rail Signals Basics tutorial
- Replies: 2
- Views: 1072
Improve wording on signals in Rail Signals Basics tutorial
After some discussion on the confusing workings of the yellow signal on the Technical Factorio discord it was pointed out that the Rail Signals Basics tutorial has this to say about the signal colours: signal-tutorial.png The problem with this description is that a signal into a block that is reserv...
- Mon Aug 02, 2021 9:42 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 96687
Re: Small documentation improvement requests
A lot of events are described as "called when x happens", but it's really unclear what this means in isolation. For example the on_player_removed event is described as: "Called when a player is removed (deleted) from the game. [...]" Does this mean it's before the player is remov...
- Mon May 24, 2021 9:29 pm
- Forum: Pending
- Topic: Pass user verification on the first connection attempt to public servers
- Replies: 8
- Views: 3138
Re: Pass user verification on the first connection attempt to public servers
I see, I misunderstood how the authentication worked, I thought it was related to the server ID. Anyway what I noticed looking at the packet trace was that the second connection attempt was done with a new port on the client. So the previous NAT punch with established communication wouldn't be valid...
- Mon May 24, 2021 6:14 pm
- Forum: Ideas and Suggestions
- Topic: Allow longer server names on the public server list
- Replies: 0
- Views: 556
Allow longer server names on the public server list
TL;DR Allow the names of servers in the public server list to be longer before getting chopped off. What ? Currently the limit for a server name is 50 bytes when encoded as UTF-8, and names longer than this limit is chopped off, I suggest increasing it to be much longer. Why ? Very few people seems...