Search found 71 matches

by Articulating
Tue Mar 07, 2017 7:08 am
Forum: Desyncs with mods
Topic: [0.14.21] Desync with mod
Replies: 7
Views: 2953

Re: [0.14.21] Desync with mod

There was a problem with the way that we did event handling which made the ion cannon mod register the same function multiple times, specifically an on_tick function which meant that for some clients an ion cannon would be ready while for others it would not be as the times would tick down at differ...
by Articulating
Mon Feb 20, 2017 8:13 am
Forum: Modding help
Topic: Debugging a multiplayer desync?
Replies: 17
Views: 6540

Re: Debugging a multiplayer desync?

You can diff (I use Beyond Compare but I only have a free trial) the files in the desync report, specifically the level.dat, level_with_tag_ticks.dat and script.dat files would probably be the most useful. You aren't guaranteed to be able to figure it out from that and interpreting the results can b...
by Articulating
Mon Feb 20, 2017 8:10 am
Forum: Won't implement
Topic: Set playtime
Replies: 1
Views: 1395

Set playtime

It would be great if we could reset the playtime counter (in the multiplayer browser) or at least specify a surface for it to base the timer on. Probably it just uses game.tick now and it might be too much work to change that but it's worth a shot right? :D
by Articulating
Sun Feb 12, 2017 8:06 am
Forum: Resolved Problems and Bugs
Topic: [0.14.22] Crash in scenario
Replies: 5
Views: 6341

[0.14.22] Crash in scenario

Here is a crash log from a PvP scenario. The exact cause is unknown.
by Articulating
Tue Jan 31, 2017 6:30 am
Forum: Ideas and Suggestions
Topic: Chainsaw as early item
Replies: 11
Views: 4244

Re: Chainsaw as early item

It's 0.14, not 0.21 :P
by Articulating
Tue Jan 31, 2017 2:32 am
Forum: Mod portal Discussion
Topic: Mod Edit and Tests Q
Replies: 3
Views: 1866

Re: Mod Edit and Tests Q

If you're only changing runtime scripts (ie control.lua) then you don't need to restart Factorio, only the map. If you change data scripts though, you need to restart the game completely.
by Articulating
Sun Jan 29, 2017 12:10 am
Forum: Modding help
Topic: Lua command for increasing depth of existing ore
Replies: 6
Views: 2280

Re: Lua command for increasing depth of existing ore

Klonan wrote:

Code: Select all

local resources = surface.find_entities_filtered{type = resource, area = area}
You'll need quotes around resource (type = "resource") :)
by Articulating
Sun Jan 29, 2017 12:04 am
Forum: Modding help
Topic: Baffled by inserting equipment
Replies: 5
Views: 2130

Re: Baffled by inserting equipment

daniel34 wrote:It does this because defines and util are both built-in and you don't have to require them.
You do have to require util if you want to use it.
by Articulating
Fri Jan 27, 2017 11:12 am
Forum: Ideas and Suggestions
Topic: simple suggestion
Replies: 1
Views: 1040

Re: simple suggestion

This is already confirmed for 0.15 and I believe will support multiplayer servers too. Here is the roadmap thread, I've also seen it mentioned in other places but don't have any exact link for you.
by Articulating
Mon Jan 23, 2017 2:38 pm
Forum: Modding help
Topic: Antigrief
Replies: 2
Views: 1192

Re: Antigrief

I'm not able to test (away from PC right now) but I suggest trying the on_player_selected_area event. You'll probably have to do some queue and on_tick stuff so you can cancel the deconstruction but I'm just assuming how the event works.
by Articulating
Thu Jan 19, 2017 3:40 am
Forum: Technical Help
Topic: fix game not loading due to mods
Replies: 3
Views: 1571

Re: fix game not loading due to mods

You can find your mod folder is %Appdata%/Roaming/Factorio/mods usually, from there you can delete the mods that are causing the issue.
by Articulating
Tue Jan 17, 2017 1:17 am
Forum: Modding discussion
Topic: [Solved]Export Game Event Data and Players to Log File again
Replies: 11
Views: 3804

Re: [Solved]Export Game Event Data and Players to Log File again

Phoscur wrote:Great! And if I wanted to register players logging off, or dropping, which events would I subscribe to?
on_player_left_game?
You can find the list of events here, in this case on_player_left_game is correct.
by Articulating
Sun Jan 15, 2017 7:20 am
Forum: Multiplayer
Topic: Instand Desync Multiplayer
Replies: 6
Views: 3008

Re: Instand Desync Multiplayer

We will see the updated modpack tomorrow. Until that, here is the whole report: https://drive.google.com/drive/folders/0B8gTElAzeWk1UC10eS1vdVNWbWc?usp=sharing Am I correct in saying you launched an ion cannon? The other possibility is Score Extended got messed up somehow. Anyway I will push an add...
by Articulating
Sat Jan 14, 2017 1:02 pm
Forum: Technical Help
Topic: Game wont launch (Steam)
Replies: 7
Views: 3205

Re: Game wont launch (Steam)

Try opening task manager and closing all of the processes related to steam and then reopen it and try again. For reference you can find out how to get the log file here but since factorio is not actually launching in this case it would not be of use.
by Articulating
Sat Jan 14, 2017 4:45 am
Forum: Multiplayer
Topic: Instand Desync Multiplayer
Replies: 6
Views: 3008

Re: Instand Desync Multiplayer

Can you try updating "3Ra-Modpack" and seeing if that changes anything? Keep a backup of the current mod in case it doesn't. If you can give me the desync report I will look into the issue more.
by Articulating
Fri Jan 13, 2017 2:08 pm
Forum: General discussion
Topic: Pollution "blinking" once a second. What does it mean?
Replies: 7
Views: 3497

Re: Pollution "blinking" once a second. What does it mean?

I've heard that it's pollution being absorbed (eg by trees).
by Articulating
Fri Jan 13, 2017 4:49 am
Forum: Modding help
Topic: /slap 5
Replies: 17
Views: 5630

Re: /slap 5

Consider the /evolution or /time commands, they are commands that are open to anyone. I assume that these custom commands will fire for anybody and it will be up to the modders to check player.admin if the command is for admins only, as this is a more flexible solution in several ways. I disagree. ...
by Articulating
Fri Jan 13, 2017 4:41 am
Forum: Ideas and Suggestions
Topic: Improve the interaction between forces (multiplayer)
Replies: 7
Views: 3293

Re: Improve the interaction between forces (multiplayer)

Currently in 0.14 there are no "friendly" forces. There are just forces of which you've got a cease-fire. I added "friend" force support for 0.15 which gives you access to the inventories/entities on the other force. It doesn't allow full access as if you owned everything but yo...
by Articulating
Thu Jan 12, 2017 3:12 pm
Forum: Modding help
Topic: I want to help!
Replies: 5
Views: 1778

Re: I want to help!

by Articulating
Thu Jan 12, 2017 7:49 am
Forum: Modding help
Topic: /slap 5
Replies: 17
Views: 5630

Re: /slap 5

Consider the /evolution or /time commands, they are commands that are open to anyone. I assume that these custom commands will fire for anybody and it will be up to the modders to check player.admin if the command is for admins only, as this is a more flexible solution in several ways.

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