Search found 101 matches

by Hornwitser
Tue Nov 24, 2020 1:46 am
Forum: Bug Reports
Topic: [1.1.0] Main menu box dragged to the bottom of the screen can't be dragged back up
Replies: 12
Views: 339

Re: Main menu box dragged to the bottom of the screen can't be dragged back up

Can confirm as well. If you turn on the GUI debug features (CTRL+F6/CTRL+F5) you can see a hidden frame of the quickbar being lifted above it when the background scene changes.
by Hornwitser
Tue Nov 17, 2020 1:27 am
Forum: Technical Help
Topic: Multiplayer game inside GUI binds to temporary IPv6
Replies: 10
Views: 402

Re: Multiplayer game inside GUI binds to temporary IPv6

I don't believe this is the case on Linux, where I can connect to a VPN address or public IP. Linux is what I experienced it on. It might be that only happened on my really weird network setup, where the same interface was part of two subnets, I don't remember if both had a default route to the int...
by Hornwitser
Mon Nov 16, 2020 6:08 pm
Forum: Technical Help
Topic: Multiplayer game inside GUI binds to temporary IPv6
Replies: 10
Views: 402

Re: Multiplayer game inside GUI binds to temporary IPv6

This problem also exists for multi-homed IPv4 hosts. The server listens on every address but only replies back from one. So if the server has has for example both 192.168.1.4 and 10.0.0.20 as IPv4 addresses, it chooses one and only ever use that as the source address to reply back with even if the p...
by Hornwitser
Thu Oct 15, 2020 8:57 pm
Forum: Implemented Suggestions
Topic: Option to Reset mod settings at load fail.
Replies: 19
Views: 2239

Re: Option to Reset mod settings at load fail.

What if the problem comes from a combination of things? Like changed setting of mod and then updated mod. Or more complex: changed setting of mod A, then changed mod B, then changed mod C, which is not compatible with change of mod A. Then include which mods were loaded too in previous configuratio...
by Hornwitser
Thu Oct 15, 2020 8:41 pm
Forum: Outdated/Not implemented
Topic: New api in a OOP language?
Replies: 38
Views: 1235

Re: New api in a OOP language?

another reason to use python, perhaps, which is pretty good at mt. Python is not good at multithreading. CPython, the defacto implementation of the Python interpreter, has a something called the Global Interpreter Lock (GIL). Whenever a thread is executing Python code it holds the GIL and prevents ...
by Hornwitser
Thu Aug 27, 2020 12:01 pm
Forum: Resolved Problems and Bugs
Topic: [1.0.0] Public multiplayer list is showing a stale cached copy
Replies: 2
Views: 126

Re: [1.0.0] Public multiplayer list is showing a stale cached copy

It looks like it stopped doing this at midnight. I don't see the issue any more.
by Hornwitser
Wed Aug 26, 2020 5:48 pm
Forum: Resolved Problems and Bugs
Topic: [1.0.0] Public multiplayer list is showing a stale cached copy
Replies: 2
Views: 126

[1.0.0] Public multiplayer list is showing a stale cached copy

Starting from around 8:20 CEST the public multiplayer list has been randomly showing a cached copy from that point and the updated list.
cached.png
cached.png (34.59 KiB) Viewed 126 times
by Hornwitser
Fri Jul 31, 2020 3:16 pm
Forum: Technical Help
Topic: [0.18.1] Invalid packet (type ConnectionRequestReply)
Replies: 9
Views: 659

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: 237

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: 6341

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: 372

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: 1879

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: 611

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: 419

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: 947

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: 460

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: 205

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: 460

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: 460

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: 449

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.

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