Search found 118 matches
- Wed Nov 25, 2020 2:33 pm
- Forum: Ideas and Requests For Mods
- Topic: Objects removed in 1.1 ... abandoned IP, add them back
- Replies: 2
- Views: 1029
Objects removed in 1.1 ... abandoned IP, add them back
Since the game developers have removed hidden game objects they don't plan to use for anything in their commercial game, does this mean these objects have become "abandoned intellectual property" / with a similarly "abandoned visual/graphical copyright" ? Apparently they could no...
- Tue Nov 17, 2020 5:36 am
- Forum: 1 / 0 magic
- Topic: [1.0.0] Crash of sever and client (Fish Defender) Serialiser::TagWriter::TagWriter
- Replies: 4
- Views: 2027
Re: [1.0.0] Crash of sever and client (Fish Defender) Serialiser::TagWriter::TagWriter
Here is the save before the crash, from wave 1406, about 5 game hours before the crash. This game was reloaded on the server and the server has been running for the last 18 hours or so without crashing so this may not be of any use to you, sorry. Scenario-based softmods are all included in the saveg...
- Mon Nov 16, 2020 5:44 pm
- Forum: 1 / 0 magic
- Topic: [1.0.0] Crash of sever and client (Fish Defender) Serialiser::TagWriter::TagWriter
- Replies: 4
- Views: 2027
Re: [1.0.0] Crash of sever and client (Fish Defender) Serialiser::TagWriter::TagWriter
I have a personal save I did on Windows 10 from about wave 1400, about 5 game hours before the crash.
Sorry I don't know what good it will do you being so far from the crash event, but I will post it later today.
Sorry I don't know what good it will do you being so far from the crash event, but I will post it later today.
- Mon Nov 16, 2020 11:01 am
- Forum: 1 / 0 magic
- Topic: [1.0.0] Crash of sever and client (Fish Defender) Serialiser::TagWriter::TagWriter
- Replies: 4
- Views: 2027
[1.0.0] Crash of sever and client (Fish Defender) Serialiser::TagWriter::TagWriter
This is a weird one. The Linux server crashed and so did my own Windows 10 client game. I have factorio-current.log from both of them, and also factorio-dump-current.dmp from my Windows 10 game. This is Comfy Fish Defender at about attack wave 1600 running for about 24 hours. Comfy uses scenario-bas...
- Tue Sep 22, 2020 12:55 pm
- Forum: Gameplay Help
- Topic: Console: change running speed of all biters?
- Replies: 3
- Views: 1007
Re: Console: change running speed of all biters?
Okay, so apparently there is no global runspeed adjustment available for the enemy force like there is for all players. What does it take to get something like that added to the game base code? The other option I guess is to add a control.lua event that for every biter/spitter spawn, modifies their ...
- Sun Sep 20, 2020 9:10 am
- Forum: Gameplay Help
- Topic: Console: change running speed of all biters?
- Replies: 3
- Views: 1007
Console: change running speed of all biters?
Okay so, I'm playing a game that is running like mud, and the only way to make it playable is to lower the game speed or everyone jumps and can't move. /c game.speed = 0.75 Except this makes all the players move slowly which is annoying. However I have discovered there is a way to compensate for the...
- Tue Feb 25, 2020 10:07 am
- Forum: Modding discussion
- Topic: Replace LUA code in a running game from command line?
- Replies: 8
- Views: 2170
Re: Replace LUA code in a running game from command line?
I'm asking in regard to Comfy Factorio, which if you know anything about it, uses scenarios loaded through a heavily modified control.lua that discards massive amounts of normal game functionality, re-implements the core game in bizarre new ways, adds new GUI features, is playable with the vanilla c...
- Tue Feb 25, 2020 3:39 am
- Forum: Modding discussion
- Topic: Replace LUA code in a running game from command line?
- Replies: 8
- Views: 2170
Replace LUA code in a running game from command line?
Several years ago I recall seeing some hacker genius injecting new LUA code into a running game from the command line, basically overwriting defined code blocks while the game is in session, and adding new events to the game event loop. Though now I am trying to recall exactly what they did and I ca...
- Fri Jan 03, 2020 12:18 pm
- Forum: Questions, reviews and ratings
- Topic: Any mods that make for alternate win conditions?
- Replies: 3
- Views: 2184
Re: Any mods that make for alternate win conditions?
If you are playing on the experimental build branch, you can find a number of very popular game scenarios with extremely different goals from the regular game. Comfy Factorio is a heavily cat themed gaming community. Although launching fish is a joke in regular Factorio, that is actually the goal of...
- Fri Oct 25, 2019 11:52 am
- Forum: Technical Help
- Topic: I need several versions of Factorio on my computer
- Replies: 1
- Views: 805
I need several versions of Factorio on my computer
I am using Windows 10, and I have Steam and a slow Internet connection. Some Factorio games I play are on stable release and some are on experimental. Changing versions via Steam is extremely slow due to my slow Internet connection. I want to just make a copy of the stable game version, and store it...
- Mon Oct 14, 2019 10:48 am
- Forum: Ideas and Suggestions
- Topic: Desync resolver: reverse parallel execution
- Replies: 6
- Views: 1378
Re: Desync resolver: reverse parallel execution
mrvn is asking a different but related question, though with the same theme of better desync debugging. I understand about improper use of global vs local variables often being the result of crashes, so to properly replay desync causing actions may require both logging input actions, and also of loc...
- Mon Oct 14, 2019 9:43 am
- Forum: Ideas and Suggestions
- Topic: Desync resolver: reverse parallel execution
- Replies: 6
- Views: 1378
Desync resolver: reverse parallel execution
I am not a Factorio coder but I understand programming in general. Apparently a "game save" contains the entire deterministic state needed to continue running from the moment of the save. And apparently a desync report contains both the deterministic state of the client and server of the e...
- Wed Sep 04, 2019 6:49 am
- Forum: Gameplay Help
- Topic: [Trains] Set a train stop to only accept 1 train?
- Replies: 1
- Views: 965
[Trains] Set a train stop to only accept 1 train?
It is difficult to manage trains for extremely large automation systems. Is there some way to use train stops so that it will actively called only a single train to itself, and when occupied, no other trains will try to go to that same station? Ideally the goal is: - 50 trains assigned for copper lo...
- Sat Feb 09, 2019 9:10 pm
- Forum: Modding discussion
- Topic: [API Intro] What is a prototype?
- Replies: 2
- Views: 1102
[API Intro] What is a prototype?
For example: Factorio API - Latest - LuaEntityPrototype https://lua-api.factorio.com/latest/LuaEntityPrototype.html The full description is that this is "The prototype of an entity." What exactly does this mean? No further detail seems to be available. What is the purpose of a prototype? W...
- Thu Feb 07, 2019 5:28 am
- Forum: Ideas and Requests For Mods
- Topic: Grief: Per-player event logging window
- Replies: 8
- Views: 3249
Re: Grief: Per-player event logging window
Digging up an old thread. mewmew of ComfyFactorio has implemented this as an Admin panel on Fish Defender and other softmodded scenario based mods, using the Explosive Gaming softmod scenario User Interface... https://i.imgur.com/xmgR4hp.png Clicking on a line in the log opens a mini-window that zoo...
- Thu Feb 07, 2019 4:45 am
- Forum: Modding discussion
- Topic: Enumerate "game" object via LUA?
- Replies: 2
- Views: 1210
Enumerate "game" object via LUA?
There is no good place for this question. This isn't really modding but more about learning LUA and poking around at stuff. Is there some way to query the "game" object to list all of its functions? I am trying to get a list of things like "game.player", "game.surface",...
- Thu Feb 07, 2019 2:21 am
- Forum: Technical Help
- Topic: Maximum active biters at once?
- Replies: 1
- Views: 1108
Maximum active biters at once?
Is there a limit on the maximum number of active biters at once? If yes, is there a way to override this limit? I have been regularly playing the current beta release on ComfyFactorio Fish Defender by MewMew, a multiplayer scenario softmod that works with the unmodded game client. Hundreds of biters...
- Wed Apr 11, 2018 3:38 am
- Forum: Gameplay Help
- Topic: Disable "beep beep" sound?
- Replies: 6
- Views: 3671
Re: Disable "beep beep" sound?
Okay thanks. So this is "alerts" volume, but will turn off enemy attack alerts too I guess.
I use active providers to stuff items from trains into storage chests until they are overflowing. It works fine that way but of course the storage alert icon will never go away.
I use active providers to stuff items from trains into storage chests until they are overflowing. It works fine that way but of course the storage alert icon will never go away.
- Tue Apr 10, 2018 10:38 pm
- Forum: Technical Help
- Topic: Paused server and catching up?
- Replies: 6
- Views: 2495
Re: Paused server and catching up?
Was this ever actually added to the game? I don't understand what I am seeing, even with 0.16.x. 1. Empty server. It is paused with no one logged on. 2. Join server. See message "downloading map". 3. Then a "catching up" progress bar appears, and may take many minutes to reach 10...
- Tue Apr 10, 2018 10:19 pm
- Forum: Gameplay Help
- Topic: Disable "beep beep" sound?
- Replies: 6
- Views: 3671
Disable "beep beep" sound?
Is there some way to turn off the "beep beep" sound that the game periodically makes? I have played this game for thousands of hours, and I can find nothing that this noise is supposed to be telling me as a sort of notification sound. It's just a semi-random noise that appears to be emitte...