Search found 48 matches

by chainedlupine
Sun Nov 02, 2014 12:53 am
Forum: General discussion
Topic: Experiences with multiplayer
Replies: 14
Views: 5927

Re: Experiences with multiplayer

Oh wow! Player death needs to be addressed.

It's really expensive to die in this game, particularly in the later levels and with more numerous biters.

Losing all of your inventory with no item drop just really sucks! Plus losing all of your hotbar slots, too. Ugggh!
by chainedlupine
Sat Nov 01, 2014 9:41 pm
Forum: General discussion
Topic: Finally
Replies: 3
Views: 1376

Re: Finally

Well, that's only because of the early version. There's nothing which could hide this latency. The whole input laggs for this version, but that will be fixed in... well, I think 0.12. Yeah, that's true. But for now, I am going to enjoy seeing my friend stuck at the same input latency as me! Muhahaha!
by chainedlupine
Sat Nov 01, 2014 7:10 pm
Forum: Multiplayer
Topic: MP setup guide
Replies: 6
Views: 9863

Re: MP setup guide

Nobody has yet to have time to write a guide, it seems. It's fairly straightforward in that all you really need to do is open a port via port forwarding. You can use the port given above, or make up your own -- But you'll need to edit config.ini (in %appdata%/factorio/config under Windows) for it to...
by chainedlupine
Sat Nov 01, 2014 10:05 am
Forum: General discussion
Topic: Experiences with multiplayer
Replies: 14
Views: 5927

Re: Experiences with multiplayer

(future whish) a marker system would be nice, to mark the map so we can coordinate and plan what should be built where more easily I agree! A marker system would be excellent. I also suggested an ability to add a layer to the main map (and maybe even the minimap) that acted like a "drawing boa...
by chainedlupine
Sat Nov 01, 2014 3:44 am
Forum: General discussion
Topic: Experiences with multiplayer
Replies: 14
Views: 5927

Experiences with multiplayer

Initial setup was a bit of a choir, but once past that point the game worked smoothly. Problems encountered: * I have a set of specific game-related ports that I open up through my router. So all of my games need to use one of these ports. Factorio was happy using a new port, but you had to modify c...
by chainedlupine
Sat Nov 01, 2014 3:23 am
Forum: Releases
Topic: Version 0.11.1
Replies: 118
Views: 94636

Re: Version 0.11.1

I notice in all of these "couldn't create atlas bitmap" errors, they have a non-power-of-two size of 512x459. I wonder if some drivers or video cards are choking on that? Theoretically, based on modern video card capabilities, creating non-POW sized textures hasn't been an issue since 2005...
by chainedlupine
Sat Nov 01, 2014 3:21 am
Forum: Releases
Topic: Version 0.11.1
Replies: 118
Views: 94636

Re: Version 0.11.1

Airat9000 wrote:with a dynamic IP address you will be able to play through what-if?
I play using a dynamic IP.

As far as I can tell, the game doesn't use DNS to resolve the connect input field, so you have to enter your outward-facing IP (and have appropriate NATing setup) for it to work.
by chainedlupine
Sat Nov 01, 2014 12:51 am
Forum: Multiplayer
Topic: Final MP testing
Replies: 24
Views: 23996

Re: Final MP testing

Is there a way to use this command in multiplayer?

game.player returns an error of "Map doesn't contain 1 player, this function cannot be used."
by chainedlupine
Sat Nov 01, 2014 12:44 am
Forum: Multiplayer
Topic: Final MP testing
Replies: 24
Views: 23996

Re: Final MP testing

kovarex wrote:Yea, we should do some user friendly interface for choosing colors.
If we're talking UI, I'd like to see the ability to change your game's port somewhere in the options too!
by chainedlupine
Fri Oct 31, 2014 11:53 pm
Forum: Multiplayer
Topic: N9103's Server
Replies: 35
Views: 21316

Re: N9103's Server

n9103 wrote:That missing inventory had occurred once near the start, but later it did not re-occur.
None of us have dropped from the game since our initial boot-up testing, so we will find out soon!
by chainedlupine
Fri Oct 31, 2014 11:44 pm
Forum: Multiplayer
Topic: Final MP testing
Replies: 24
Views: 23996

Re: Final MP testing

Thanks for the player color changing code!

I had the same reaction when my friend joined. "Awww, but I wanted to be blue..."
by chainedlupine
Fri Oct 31, 2014 11:41 pm
Forum: Multiplayer
Topic: N9103's Server
Replies: 35
Views: 21316

Re: N9103's Server

What I find amusing is that the person who loads the game is the one who starts out with the initial resources. So a good early tactic is to build some spare guns and pick axes for your friends when they join. Also my friends said they lost their inventory when they were dropped or quit, so keep tha...
by chainedlupine
Fri Oct 31, 2014 11:37 pm
Forum: General discussion
Topic: Finally
Replies: 3
Views: 1376

Re: Finally

And it works beautifully! :)
by chainedlupine
Fri Oct 31, 2014 8:04 pm
Forum: General discussion
Topic: Finally
Replies: 3
Views: 1376

Finally

Latency setting in multiplayer forces that same latency on all players? Because it's a peer-to-peer serverless game? FINALLY. Thank you Factorio. You've finally put me and my Norwegian gaming buddy on equal footing in a game, for the first time! (I live in the US.) We're going to try this out. :)
by chainedlupine
Fri Oct 31, 2014 7:53 pm
Forum: Releases
Topic: Version 0.11.1
Replies: 118
Views: 94636

Re: Version 0.11.1

One small thing that might be a gotcha.

If you edit the port that the game uses in your config.ini, it will crash if something is already bound to that port.

Might want to slip some error checking around the socket binding for now.
by chainedlupine
Fri Oct 31, 2014 7:40 pm
Forum: Releases
Topic: Version 0.11.1
Replies: 118
Views: 94636

Re: Version 0.11.1

That was fast! Thanks!

Update: Except now it crashes upon load. Duh. :)

Update2: Nevermind, I think that was the auto-updater which crashed. Hmm. Can't reproduce.
by chainedlupine
Fri Oct 31, 2014 7:38 pm
Forum: General discussion
Topic: All the cool kids playing 11.0 and no update here.
Replies: 2
Views: 1481

Re: All the cool kids playing 11.0 and no update here.

There was a last-minute problem found with 0.11. It has debug code that breaks MP. (Or at least, makes it really unpleasant.)

They pulled it in order to fix this problem.
by chainedlupine
Fri May 23, 2014 11:31 pm
Forum: Gameplay Help
Topic: Oil refinary output logjams (pre-SP3)
Replies: 7
Views: 3025

Re: Oil refinary output logjams (pre-SP3)

Yes, it becomes a nightmare rapidly. My first factory was a mess and never quite that functional when I hit that hump. My second fared a bit better, because I knew I needed Adv Oil Processing in advance this time. But it became a nightmare to manage. (See below!) I am not at all happy with it becaus...
by chainedlupine
Fri May 23, 2014 7:02 pm
Forum: Gameplay Help
Topic: Oil refinary output logjams (pre-SP3)
Replies: 7
Views: 3025

Re: Oil refinary output logjams (pre-SP3)

My solution was to fast-track Advanced Oil Processing. A single storage tank of crude oil will make a lot of a batteries and plastic bars, more than enough to do the necessary research. You just have to plan ahead and make sure your science assemblers are ready to accept plastic bars and batteries a...
by chainedlupine
Fri May 23, 2014 6:48 pm
Forum: Ideas and Suggestions
Topic: Smarter autosaving (ie: Not in combat)
Replies: 18
Views: 5449

Smarter autosaving (ie: Not in combat)

One thing that is somewhat annoying about Factorio is the autosave functionality and how it triggers like clockwork every X minutes. (Default is two, I believe.) There is a definite pause as the game writes to disk, particularly on larger factories/levels. I actually don't mind this for the most par...

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