Search found 94 matches

by Hornwitser
Fri Jul 31, 2020 3:16 pm
Forum: Technical Help
Topic: [0.18.1] Invalid packet (type ConnectionRequestReply)
Replies: 9
Views: 550

Re: [0.18.1] Invalid packet (type ConnectionRequestReply)

This was determined to be a handshake flood attack at BCG, and Gerkiz looks to be under the same kind of attack. This is more or less a script kiddie level attack for which there is no way to defend against.
by Hornwitser
Sun Jul 26, 2020 3:06 pm
Forum: Development-Tools
Topic: Hornwitser's Python Scripts (desync diff/.dat parse/multi instance)
Replies: 0
Views: 125

Hornwitser's Python Scripts (desync diff/.dat parse/multi instance)

I've made some open source Python scripts for helping with diffing desync reports, inspecting .dat files (not level.dat) and running multiple instances of Factorio on Windows from the same installation. Of these tools the desync differ is probably the most interesting one. You can install it (and al...
by Hornwitser
Tue May 12, 2020 12:34 pm
Forum: Releases
Topic: Version 0.18.23
Replies: 12
Views: 6024

Re: Version 0.18.23

You can use this static link to always download the latest experimental version: Latest experimental
Is it too much to ask for that when the Linux headless build isn't out yet that this link doesn't 404?
by Hornwitser
Fri Apr 10, 2020 12:03 pm
Forum: Multiplayer
Topic: Clusterio 2.0 Alpha Cluster
Replies: 0
Views: 312

Clusterio 2.0 Alpha Cluster

In order to test the developments that I've done on Clusterio 2.0 I've set up a public test cluster that's running on both Factorio 0.17.79 and the latest 0.18.x release. In case you're unfamiliar with Clusterio it's a server backend that allows mods to talk between Factorio servers, and right now i...
by Hornwitser
Wed Apr 08, 2020 1:11 am
Forum: Modding discussion
Topic: Clusterio 2.0 Developments
Replies: 4
Views: 1643

Clusterio 2.0 Developments

I've spent the last 9 months rewriting the Clusterio code with goals of making it easier to develop for, easier to use and manage at scale, and of course have it be able to scale to up 100 servers in a cluster. The new code has gotten to the point that it is able to run a cluster again, and while I ...
by Hornwitser
Mon Mar 09, 2020 1:41 pm
Forum: Modding help
Topic: Lifecycle, callbacks, and inter-mod communication
Replies: 13
Views: 482

Re: Lifecycle, callbacks, and inter-mod communication

You can never guarantee that mod B is ready for mod A to call it. Isn't this the whole point of the dependency declaration in info.json? mod-a says it depends on mod-b, and that ensures that mod-b is invoked before mod-a, and this works as expected when both mods are installed at the same time. May...
by Hornwitser
Fri Mar 06, 2020 9:52 pm
Forum: Technical Help
Topic: High Latency Since Update to 18.10
Replies: 6
Views: 357

Re: High Latency Since Update to 18.10

I wrote a partial Wireshark protocol dissector for the factorio game protocol and could use that look at what's going on.
by Hornwitser
Thu Mar 05, 2020 1:09 pm
Forum: Won't fix.
Topic: [0.17.68] Server started from cmd has broken input stream (Windows)
Replies: 12
Views: 812

Re: [0.17.68] Server started from cmd has broken input stream (Windows)

If you compile as not-a-console-application Factorio won't attach itself to your program when you launch it. This is not an option for Clusterio which runs on Node.js which in turn does not provide a windows subsystem build of their runtime. Not having a console is also kind of inconvenient for thi...
by Hornwitser
Wed Mar 04, 2020 2:45 pm
Forum: Technical Help
Topic: Fragment 0000 failed too many times
Replies: 6
Views: 360

Re: Fragment 0000 failed too many times

The steam networking is only available if the server is also hosted using the steam version. I'm not sure if it's possible to use the steam networking with the dedicated server mode.
by Hornwitser
Wed Mar 04, 2020 2:10 pm
Forum: Ideas and Suggestions
Topic: Why is there no Paste UI Button when importing Blueprints?
Replies: 3
Views: 167

Re: Why is there no Paste UI Button when importing Blueprints?

I've wondered about the same. But taking this further, why even give a text box to write into? Even the simplest of blueprints are 200 characters of random mixed case jumble for which a single mistake makes it invalid. The import string button should just import directly from the clipboard if there'...
by Hornwitser
Wed Mar 04, 2020 2:00 pm
Forum: Technical Help
Topic: Fragment 0000 failed too many times
Replies: 6
Views: 360

Re: Fragment 0000 failed too many times

I can't join someone who's running Steam if I'm using the client from factorio.com. The steam client has the ability to use steam's networking in order to get around firewalls and NAT in the case where these are not set up properly or blocking the connection, the stand alone version does not have t...
by Hornwitser
Tue Mar 03, 2020 7:01 pm
Forum: Technical Help
Topic: Fragment 0000 failed too many times
Replies: 6
Views: 360

Re: Fragment 0000 failed too many times

That message is just a cryptic way of saying no response was received from the server. In other words the UDP packet with the connection request that was sent to the server got no reply, either because it was lost on the way to the server or the reply from the server was lost on the way back. This c...
by Hornwitser
Mon Mar 02, 2020 12:32 pm
Forum: Modding discussion
Topic: Replace LUA code in a running game from command line?
Replies: 8
Views: 367

Re: Replace LUA code in a running game from command line?

darkfrei wrote:
Mon Mar 02, 2020 8:15 am
Is it says, that I can get the scenario and console commands via serpent?
No you cannot.
by Hornwitser
Mon Mar 02, 2020 4:33 am
Forum: Won't fix.
Topic: [0.17.68] Server started from cmd has broken input stream (Windows)
Replies: 12
Views: 812

Re: [0.17.68] Server started from cmd has broken input stream (Windows)

You can just launch the game without using a command prompt. Just "run" it directly from what ever program you're going to use to send input/output to the game. No. This doesn't work. The Windows Release build does not read from stdin when spawned from a process that owns a console. Here's a few wa...
by Hornwitser
Tue Feb 25, 2020 6:27 pm
Forum: Not a bug
Topic: [0.18.0] Server sometimes adds 'player joined the game' logs to RCON messages
Replies: 6
Views: 374

Re: [0.18.0] Server sometimes adds 'player joined the game' logs to RCON messages

When the event happens the game sends the message of "player joined game" to your RCON connection. No, that is absolutely not what happens. Why are you so unspecific and vague? The server doesn't send anything to the RCON connection on its own, after the RCON connection is established the client se...
by Hornwitser
Tue Feb 25, 2020 4:52 pm
Forum: Not a bug
Topic: [0.18.0] Server sometimes adds 'player joined the game' logs to RCON messages
Replies: 6
Views: 374

Re: [0.18.0] Server sometimes adds 'player joined the game' logs to RCON messages

The game sends join/leave messages to connected rcon clients. If you want to ignore them, then just ignore them. What do you mean with the game sends join/leave messages to connected RCON clients, exactly how is this done, what circumstance causes it to happen, and where is it documented? I tried r...
by Hornwitser
Tue Feb 25, 2020 3:18 pm
Forum: Modding discussion
Topic: Replace LUA code in a running game from command line?
Replies: 8
Views: 367

Re: Replace LUA code in a running game from command line?

This is not possible without help from code already present in control.lua. Sure you can replace global functions via commands but this doesn't stick across a save/load cycle and that means players who join the multiplayer game after your replaced the function will not get the replaced function and ...
by Hornwitser
Fri Feb 21, 2020 3:54 pm
Forum: Technical Help
Topic: [0.18.3] Rcon faster speeds?
Replies: 12
Views: 453

Re: [0.18.3] Rcon faster speeds?

You open a connection then send commands and get replies, anything more specific than that would be dependent on what RCON implementation you use. For sending data into Factorio stdin and RCON are both limited to streaming commands at the speed given by the segment_size limits in the server config, ...
by Hornwitser
Thu Feb 13, 2020 9:17 am
Forum: Ideas and Suggestions
Topic: Could we make non-blocking-saving=true a default on Linux please?
Replies: 10
Views: 371

Re: Could we make non-blocking-saving=true a default on Linux please?

The Gridlock Cluster had it turned on and there were servers hanging left and right because of it, so the reliability of this feature just isn't good enough.
by Hornwitser
Wed Feb 12, 2020 11:00 pm
Forum: Technical Help
Topic: [0.18.3] Rcon faster speeds?
Replies: 12
Views: 453

Re: [0.18.3] Rcon faster speeds?

There is nothing preventing you from running multiple commands on the same RCON connection at the same time, and there's nothing preventing you from having multiple simultaneous RCON connections running commands, both of these things let you run more than one command per tick. If you're running comm...

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