Search found 40 matches

by blahfasel2000
Mon Jan 18, 2021 6:45 pm
Forum: Ideas and Suggestions
Topic: Increase bot queue processing rate
Replies: 34
Views: 1436

Re: Increase bot queue processing rate

What I don't get is why failed and successful attempts are handled differently i the first place? Is a failed attempt more costly than a successful one? At least in theory, yes, failed attempts should on average be more costly than successful attempts. For a successful attempt the game on average h...
by blahfasel2000
Mon Jan 18, 2021 10:48 am
Forum: Ideas and Suggestions
Topic: User settable train tag for circuit network
Replies: 9
Views: 272

Re: User settable train tag for circuit network

remains stable through things like changing train composition, rebuilding destroyed trains etc. I think it’s important to know under which other circumstances the the train will loose that ID? So that we can discuss the different methods, of what should happen in which case. Trains get a new id eve...
by blahfasel2000
Sun Jan 17, 2021 4:46 pm
Forum: Ideas and Suggestions
Topic: User settable train tag for circuit network
Replies: 9
Views: 272

Re: User settable train tag for circuit network

First I think this is already implemented with the train-id introduced in v0.15 (https://forums.factorio.com /viewtopic.php?f=11&t=46234). Not really, because the train id isn't particularly stable, a lot can happen that changes the train id, invalidating all circuits that rely on that id until the...
by blahfasel2000
Sat Jan 16, 2021 3:09 pm
Forum: Ideas and Suggestions
Topic: User settable train tag for circuit network
Replies: 9
Views: 272

User settable train tag for circuit network

TL;DR Add a user settable tag/id value to trains that can be read from train stops through the circuit network. What ? I propose adding a numeric tag value to trains which works similar to the existing train id, but is settable by the user and remains stable through things like changing train compo...
by blahfasel2000
Sun Jan 10, 2021 11:37 pm
Forum: Gameplay Help
Topic: [1.1.6] Shotgun warping
Replies: 12
Views: 660

Re: [1.1.6] Shotgun warping

There is no such thing as an "authorative" server in factory. That's actually not quite right. The server is authoritative when it comes to player input ordering and timing. That's why latency hiding is necessary in the first place, and why you see rubberbanding when latency hiding switches off dur...
by blahfasel2000
Tue Dec 22, 2020 10:30 am
Forum: Pending
Topic: [1.1.0] Error on headless server: Child 53 was terminated by signal 9, saving process crashed
Replies: 9
Views: 397

Re: [1.1.0] Error on headless server: Child 53 was terminated by signal 9, saving process crashed

Signal 9 is SIGKILL. Assuming noone was messing around and manually killing processes on the server the most likely explanation is that the OP's server simply ran out of memory, which caused the OOM killer to kill the autosave process (the OOM killer uses SIGKILL). OP, if you still have the server's...
by blahfasel2000
Fri Dec 11, 2020 11:46 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.5/Linux] RCON connection problems related to TCP SYN cookies
Replies: 2
Views: 469

[1.1.5/Linux] RCON connection problems related to TCP SYN cookies

When disabling TCP SYN cookies on my Linux system (by setting the net.ipv4.tcp_syncookies sysctl to 0), connections to the Factorio RCON port are no longer possible. The connect just hangs until it eventually times out while the connection shows as SYN_SENT in netstat. Note that all tests were done ...
by blahfasel2000
Mon Nov 23, 2020 1:14 pm
Forum: Ideas and Suggestions
Topic: Don't allow players to see servers they are unable to join.
Replies: 15
Views: 435

Re: Don't allow players to see servers they are unable to join.

IMO a simple marker plus a filter whether a server has a whitelist is enough, similar to how there's already a marker and a filter for servers with a password set. If a server has a whitelist, odds are that those on the list already know that they are on it, and also know what exact server they are ...
by blahfasel2000
Fri Oct 30, 2020 2:09 pm
Forum: Minor issues
Topic: [twinsen] [0.18.32] DNS/hostname with both IPv6 and IPv4, uses only IPv4, when using --mp-connect or GUI
Replies: 16
Views: 1176

Re: [0.18.32] DNS/hostname with both IPv6 and IPv4, uses only IPv4, when using --mp-connect or GUI

According to a quick search: yes. 20% to 22% of the world has them. Now, which % has them and uses them as their primary connection I have no idea - some smaller % still. Google reports that 30% of their users are using their services through native IPv6: https://www.google.com/intl/en/ipv6/statist...
by blahfasel2000
Tue Oct 27, 2020 4:09 pm
Forum: Ideas and Suggestions
Topic: Change beacon effect area
Replies: 20
Views: 831

Re: Increase Beacon Reach by 1 Tile

And of course you can have 2 input belts and 1 output belt, meaning you can put in up to 4 ingredients. With red undergrounds you can gain another two tiles on the opposite side of the assembler, which allows putting in a fourth belt perpendicular to the other three. And with blue undergrounds and ...
by blahfasel2000
Tue Oct 20, 2020 8:47 am
Forum: Modding help
Topic: Is it possible to call functions in cpp from lua?
Replies: 11
Views: 588

Re: Is it possible to call functions in cpp from lua?

As mentioned by others, you can't have the Factorio process load any DLL you provide and start calling its functions from your Lua code (And from a security point of view, I hope it never happens). Strictly speaking there's nothing that would prevent someone from writing an external mod loader that...
by blahfasel2000
Mon Sep 28, 2020 4:21 pm
Forum: Implemented Suggestions
Topic: Option to Reset mod settings at load fail.
Replies: 19
Views: 2401

Re: Option to Reset mod settings at load fail.

So I have just 2 choices, both of them very unpleasant: Assuming the crash happens in the data stage there's a third option, although it requires a bit more work (but no deeper understanding of Factorio modding needed): Make a backup copy of the offending mods zip file, then delete data.lua, data-u...
by blahfasel2000
Thu Sep 03, 2020 11:53 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.0.0] Small biters don't attack chests obstructing their way
Replies: 1
Views: 1495

[Oxyd] [1.0.0] Small biters don't attack chests obstructing their way

If you load the attached save file you can see a bunch of small biters boxed in by chests (placed using the map editor). They all try to attack the right turret, but can't get there because of the chests. Therefore I would expect them to attack the chests like they attack other obstructing objects (...
by blahfasel2000
Sun Aug 30, 2020 4:48 pm
Forum: Ideas and Suggestions
Topic: Hotkey to replace existing structures with blueprint
Replies: 46
Views: 4683

Re: Better Blueprint Placement

No, it will only deconstruct those entities, which are “in the way”. That's not enough though to ensure the blueprint works afterwards, as there are ways that things not conflicting with the blueprint placement could still interfere with its functioning, for example a piece of belt that turns a bel...
by blahfasel2000
Wed Aug 26, 2020 12:51 pm
Forum: Not a bug
Topic: [1.0.0] Server creates corrupt autosave file and dies
Replies: 5
Views: 238

Re: [1.0.0] Server creates corrupt autosave file and dies

I don't understand why linux would kill a process when it runs out of memory... on Windows when memory runs out it just overflows to the page file and if that runs out the OS fails allocations and it's up to what ever program is wanting more memory to handle the allocation failure or to just not an...
by blahfasel2000
Sat Aug 22, 2020 10:00 pm
Forum: Balancing
Topic: Slight reduction of rocket launch animation time
Replies: 20
Views: 2532

Re: Slight reduction of rocket launch animation time

AmericanPatriot wrote:
Thu Aug 20, 2020 11:25 pm
The game won’t actually go at 1000 times speed though.
No, but setting it to such a high value ensures that it's free running as fast as your hardware possibly can.
by blahfasel2000
Wed Aug 19, 2020 11:13 pm
Forum: Balancing
Topic: Slight reduction of rocket launch animation time
Replies: 20
Views: 2532

Re: Slight reduction of rocket launch animation time

I would so totally want a kind of rocket launcher repeater, with rockets being sent like "Ra ta ta ta ta ta ta". Create a new completely empty sandbox map (no biters or anything), go to map editor, place rocket silo fed from infinity chests, beacon it, set game.speed to something like 1000, enjoy ;-)
by blahfasel2000
Wed Aug 19, 2020 8:27 pm
Forum: Ideas and Suggestions
Topic: Feature Request - RSS Data on Mod Portal
Replies: 16
Views: 647

Re: Feature Request - RSS Data on Mod Portal

And RSS is a format, which has no far future. My opinion, but all big browsers need nowadays an extension to read it. That’s a big hurdle. Also - even if the standard is very clear, the implementation is in 50% buggy (to my experience). In my opinion it exists only, because between 2000 and 2010 ev...
by blahfasel2000
Wed Aug 19, 2020 3:53 pm
Forum: General discussion
Topic: ARM Macs.
Replies: 9
Views: 948

Re: ARM Macs.

I'd say that's only Partially true... Basically, it's like "Here's 3 instruction sets, 16bit, 32bit and 64bit. But you can only use 2 side by side.", and AFAIK, most of the "You can only pick 2" is mostly down to Windows (Which was first done in XP at the time, but nobody liked 64bit XP). You have ...

Go to advanced search