Search found 26 matches

by ikiris
Sat Oct 19, 2019 5:02 am
Forum: News
Topic: Friday Facts #317 - New pathfinding algorithm
Replies: 70
Views: 32793

Re: Friday Facts #317 - New pathfinding algorithm

*cough* flow field vector pathing *cough cough*
by ikiris
Fri Jul 19, 2019 4:52 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 207946

Re: Friday Facts #304 - Small bugs; Big changes

Really hate the oil processing changes.
Thank you for not reverting the inserter change, the pause if miss is a much better solution.

LOVE LOVE LOVE the beam changes. That is straight up beautiful by comparison.
by ikiris
Sat Mar 17, 2018 2:23 am
Forum: News
Topic: Friday Facts #234 - Office pictures
Replies: 79
Views: 34621

Re: Friday Facts #234 - Office pictures

I think blocking personal interaction and personal modules other than placing blueprints while inside a vehicle would solve a lot of the balance issues I saw. Agree power grids should be per force. And yeah, there needs to be a way to find landmines, although I'm not sure I like this current solutio...
by ikiris
Fri Dec 01, 2017 7:14 pm
Forum: Mods
Topic: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5
Replies: 81
Views: 40836

Re: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5

This mod still maintained? It seems to crash in multiplayer in a few ways due to gui actions.
by ikiris
Sat Feb 04, 2017 1:50 am
Forum: Technical Help
Topic: Map download never finishes [14.5] headless windows
Replies: 89
Views: 58395

Re: Map download never finishes [14.5] headless windows

It could be anything in the path. You can try to do a traceroute with the packet by walking the TTL up and look for icmp dest unreach / ttl exceed if you have a raw socket, but that will only get you a rough idea where the problem is due to the nature of most networks security policy and how the fo...
by ikiris
Sun Jan 29, 2017 11:07 pm
Forum: Technical Help
Topic: Map download never finishes [14.5] headless windows
Replies: 89
Views: 58395

Re: Map download never finishes [14.5] headless windows

There is no doubt this can be fixed by adding random data or a counter. Now I'm just very curious what router is faulty, or maybe if ISP hardware is faulty. With the WAN IPs changed it's possible that the checksum will never be 0xFFFF with factorio packets or it's possible the routing has changed. ...
by ikiris
Sun Jan 29, 2017 12:39 am
Forum: Technical Help
Topic: Map download never finishes [14.5] headless windows
Replies: 89
Views: 58395

Re: Map download never finishes [14.5] headless windows

I figured it was something along these lines, which is why I asked in irc for the real packet headers. TLDR: this likely isn't any magic firewalling in the path, but much more likely to be a simple asic bug in how one of the standards is interpreted. +1 to the suggestion of counters. One of the thin...
by ikiris
Sun Jun 12, 2016 8:39 pm
Forum: Pending
Topic: [Pending] Chain Desyncs in MP
Replies: 10
Views: 3678

Re: [Pending] Chain Desyncs in MP

I'm almost positive it's mod related, and no I haven't tried without mods, because this is a public dedicated server which I do not run. If you guys think the answer is to guess randomly and contact all the developers of 20+ mods, then I really don't know what to tell you, and lost a bit of respect...
by ikiris
Sun Jun 12, 2016 7:00 am
Forum: Pending
Topic: [Pending] Chain Desyncs in MP
Replies: 10
Views: 3678

Re: [Pending] Chain Desyncs in MP

I'm almost positive it's mod related, and no I haven't tried without mods, because this is a public dedicated server which I do not run. If you guys think the answer is to guess randomly and contact all the developers of 20+ mods, then I really don't know what to tell you, and lost a bit of respect ...
by ikiris
Wed Jun 08, 2016 4:49 am
Forum: Pending
Topic: [Pending] Chain Desyncs in MP
Replies: 10
Views: 3678

[Pending] Chain Desyncs in MP

So Sub runs a dedicated server with a handfull of mods, and players frequently get stuck in desync loops. This is a desync report after I experienced it tonight and we're playing on bleeding edge experimental for once. Is it possible to just get which mod is the culprit easily? If not I completely u...
by ikiris
Wed Jun 01, 2016 8:29 pm
Forum: Releases
Topic: Version 0.12.35
Replies: 285
Views: 137007

Re: Version 0.12.35

Epic troll is epic
by ikiris
Fri May 20, 2016 8:14 pm
Forum: News
Topic: Friday Facts #139 - Wrapping up multiplayer
Replies: 74
Views: 38247

Re: Friday Facts #139 - Wrapping up multiplayer

Please tell me you used ttl >1 multicast for discovery, instead of just doing broadcast.
by ikiris
Fri May 06, 2016 8:40 pm
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 71434

Re: Friday Facts #137 - The release scarecrow

Personally I don't understand how this helps anything, and makes things objectively worse than they were, for exactly what gain? I thought the addition of the loaders was fine. This is a terrible idea and request that existing functionality be released as a mod and the same for the loaders that exis...
by ikiris
Thu May 05, 2016 8:48 pm
Forum: News
Topic: Friday Facts #136 - Map Transfers
Replies: 85
Views: 41977

Re: Friday Facts #136 - Map Transfers

Trying to play with my friend is really painful. He gets like 30 kbs when downloading from me (I have amazing Internet so it's on his end). Sometimes it takes 15 to 30 minutes for him to download the map each time. If I have him run speed test he gets about 1 mbps (he's on microwave internet). So w...
by ikiris
Mon May 02, 2016 4:56 pm
Forum: News
Topic: Friday Facts #136 - Map Transfers
Replies: 85
Views: 41977

Re: Friday Facts #136 - Map Transfers

-snip- I wasn't talking about doing that in TCP. I was talking about UDP where you need to know if a packet gets dropped. But not all packets need resending depending on what gets sent over the wire. If you're using UDP and care if packets get dropped, something is fundamentally broken, and it isn'...
by ikiris
Mon May 02, 2016 8:06 am
Forum: News
Topic: Friday Facts #136 - Map Transfers
Replies: 85
Views: 41977

Re: Friday Facts #136 - Map Transfers

Please finally stop welding your own UDP/whatever-protocol. Use a standardized and real-world-proven protocol and be done. I know you guys really are smart, so no need to cling to the NIH -syndrome. I too created my own network protocols, filesystems and whatever back in the MS-DOS times, good time...
by ikiris
Sat Apr 30, 2016 4:24 pm
Forum: News
Topic: Friday Facts #136 - Map Transfers
Replies: 85
Views: 41977

Re: Friday Facts #136 - Map Transfers

It was fun to read, I love technical details, however, I feel that firewall, NAT-stuff are non-issues: ... NAT punching ... If you can open a port on UDP in a firewall then you can open a port on TCP as well. You should read about http://en.wikipedia.org/wiki/UDP_hole_punching The same technique is...
by ikiris
Sat Apr 30, 2016 4:21 pm
Forum: News
Topic: Friday Facts #136 - Map Transfers
Replies: 85
Views: 41977

Re: Friday Facts #136 - Map Transfers

I've written tutorials on the subject and made many programs for networking, so some suggestions from me: 1. As ikris points out, please request for mapping (I believe RFC 6887 - PCP mapping dynamics? It's been a few years, I might be rusty) 2. Using TCP does not require a return acknowledgement......
by ikiris
Sat Apr 30, 2016 2:49 am
Forum: News
Topic: Friday Facts #136 - Map Transfers
Replies: 85
Views: 41977

Re: Friday Facts #136 - Map Transfers

I understand the desire to avoid a full RTT and slow start, but my point is, you're doing it wrong if you need to for a simple transfer. I expect your real issue is simply running into windows not doing window scaling for uploads as a client. This is trivially worked around by the way. You can also ...
by ikiris
Fri Apr 29, 2016 10:23 pm
Forum: News
Topic: Friday Facts #136 - Map Transfers
Replies: 85
Views: 41977

Re: Friday Facts #136 - Map Transfers

You really shouldn't have done this the way you did it. Either use TCP or something like QUIC, but honestly you should probably go with something distributed like bitswarm considering the potential size of the transfers, and the requirement for speed. The TCP punching argument is actually pretty wr...

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