
Search found 151 matches
- Mon Jun 11, 2018 4:14 pm
- Forum: Releases
- Topic: Version 0.16.50
- Replies: 22
- Views: 26898
Re: Version 0.16.50
(2-2).(2^(2^2)).((2+2*2*2)^2)/2


- Fri Jun 08, 2018 5:16 pm
- Forum: Releases
- Topic: Version 0.16.49
- Replies: 15
- Views: 16543
Re: Version 0.16.49
Is automatic update fixed for .47->.48 switch?
- Fri Jun 08, 2018 6:08 am
- Forum: Releases
- Topic: Version 0.16.48
- Replies: 16
- Views: 15558
Re: Version 0.16.48
:cry: I cant update to 16.48. i am not using the steam version. It will start the update then says there was a problem then delete my factorio.exe file and i have to redownload factorio. The redownload cant update either it does the same thing that happened before. Any help would be great thanks ...
- Wed Jun 06, 2018 6:04 am
- Forum: Releases
- Topic: Version 0.16.47
- Replies: 69
- Views: 40238
Re: Version 0.16.47
Well, the regulation say that if the data can identify you in any way then it is personal information and should not be collected without:
1. good reason for the service provided (witch this is not since username is not needed for debugging) and
2. without the users concent.
has to be fully ...
1. good reason for the service provided (witch this is not since username is not needed for debugging) and
2. without the users concent.
has to be fully ...
- Sun Mar 25, 2018 4:15 pm
- Forum: Releases
- Topic: Version 0.16.35
- Replies: 11
- Views: 15519
Re: Version 0.16.35
List of some major game changes:
* about water: entities was not able to place on water itself, just water graphics were overlayed on land tiles; now it reversed: tiles overlayed over water, so all entities stay the same place (even water pumps and they will still work), but now it's possible to ...
* about water: entities was not able to place on water itself, just water graphics were overlayed on land tiles; now it reversed: tiles overlayed over water, so all entities stay the same place (even water pumps and they will still work), but now it's possible to ...
- Wed Mar 21, 2018 6:42 pm
- Forum: Duplicates
- Topic: [0.16.32] Modules not inserting with Shift-LMB into AM3 GUI
- Replies: 1
- Views: 858
[0.16.32] Modules not inserting with Shift-LMB into AM3 GUI
Steps to reproduce:
1) place AM3
2) open AM3's GUI
3) select any recipe
4) press Shift-LMB on modules in inventory
Expected: modules added to AM3
Result I get: nothing happens.
Also Ctrl-LMB not works.
List of affected buildings: AM2, AM3, Chemical plant, Electric furnace, Centrifuge, Oil refinery ...
1) place AM3
2) open AM3's GUI
3) select any recipe
4) press Shift-LMB on modules in inventory
Expected: modules added to AM3
Result I get: nothing happens.
Also Ctrl-LMB not works.
List of affected buildings: AM2, AM3, Chemical plant, Electric furnace, Centrifuge, Oil refinery ...
- Fri Mar 02, 2018 3:58 pm
- Forum: Releases
- Topic: Version 0.16.27
- Replies: 51
- Views: 42195
Re: Version 0.16.27
IMHO, if you warry about items in armor grid, just disallow usage of armor with any items in grid for crafting.
Want to use for crafting -- clear it's grid. If i'm corrent, there is currently no way to place items in armor grid other then by hand or script.
Want to use for crafting -- clear it's grid. If i'm corrent, there is currently no way to place items in armor grid other then by hand or script.
- Thu Mar 01, 2018 10:04 pm
- Forum: Modding help
- Topic: [0.16.26] Desync on using script variable
- Replies: 18
- Views: 5573
Re: [0.16.26] Desync on using script variable
You're okay up to step 1 there. See doc-html/Data-Lifecycle.html in your factorio install, or the online version at lua-api.factorio.com/latest. There's a lot of setup that occurs before the map globals are loaded, including running all the control.lua's to set up the bootstrap handlers and initial ...
- Thu Mar 01, 2018 9:33 pm
- Forum: Modding help
- Topic: [0.16.26] Desync on using script variable
- Replies: 18
- Views: 5573
Re: [0.16.26] Desync on using script variable
So will I be right in following?
Savefile contains map data, full scenario script and value of global variable.
When savefile is loaded:
1) load global variable
2) run control.lua scenario file as if the game just started (no other variables except global are initialized)
3) call script.on_init ...
Savefile contains map data, full scenario script and value of global variable.
When savefile is loaded:
1) load global variable
2) run control.lua scenario file as if the game just started (no other variables except global are initialized)
3) call script.on_init ...
- Thu Mar 01, 2018 5:59 am
- Forum: Modding help
- Topic: [0.16.26] Desync on using script variable
- Replies: 18
- Views: 5573
Re: [0.16.26] Desync on using script variable
When someone joins an MP game the effect is exactly the same as if he was loading a savegame from disk. Except that he loads a savegame that was saved on the host in the moment he pressed the "join" button. This means that anything that does not survive saving the game and reloading normally will ...
- Wed Feb 28, 2018 10:43 pm
- Forum: Modding help
- Topic: [0.16.26] Desync on using script variable
- Replies: 18
- Views: 5573
Re: [0.16.26] Desync on using script variable
Not everything needs to be synced, control.lua sharply limits what needs explicit syncs to keep network traffic under control. If every variable update in every client was synced it'd go through the roof. OARC looks like it doesn't expect those to change after startup, if you want you can put them ...
- Wed Feb 28, 2018 9:32 pm
- Forum: Modding help
- Topic: [0.16.26] Desync on using script variable
- Replies: 18
- Views: 5573
Re: [0.16.26] Desync on using script variable
That's a guaranteed desync, because you're printing a value you've set in the server's environment (with the `/c TEST_VALUE=2`, everything running a map runs in sync, including running every console command) but not reloaded in the newly-connected client. Map globals are the way to share values ...
- Wed Feb 28, 2018 9:31 pm
- Forum: Modding help
- Topic: [0.16.26] Desync on using script variable
- Replies: 18
- Views: 5573
Re: [0.16.26] Desync on using script variable
For this i need to restart map, isn't it?quyxkh wrote:If I've got the right one, it says in the readmeSTEP 2
Go into config.lua and edit the strings to add your own server messages.
- Wed Feb 28, 2018 9:19 pm
- Forum: Modding help
- Topic: [0.16.26] Desync on using script variable
- Replies: 18
- Views: 5573
Re: [0.16.26] Desync on using script variable
The source of problem is i tryed to change Oarc settings on the fly.
For example, modify MODULES_ENABLES text to show some info for joining players.
For example, modify MODULES_ENABLES text to show some info for joining players.
- Wed Feb 28, 2018 7:09 pm
- Forum: Modding help
- Topic: [0.16.26] Desync on using script variable
- Replies: 18
- Views: 5573
[0.16.26] Desync on using script variable
Test scenario: TEST_VALUE = 1
Sequence of actions:
1) start server using --start-server-load-scenario
2) connect server
3) execute (from client) /c TEST_VALUE = 2
4) disconnect server
5) connect server
6) execute (from client) /c game.player.print (TEST_VALUE)
Expected:
* chat message "2"
What ...
Sequence of actions:
1) start server using --start-server-load-scenario
2) connect server
3) execute (from client) /c TEST_VALUE = 2
4) disconnect server
5) connect server
6) execute (from client) /c game.player.print (TEST_VALUE)
Expected:
* chat message "2"
What ...
- Sat Feb 17, 2018 8:36 am
- Forum: Releases
- Topic: Version 0.16.24
- Replies: 106
- Views: 64399
Re: Version 0.16.24
Can somebody post config line to opt-out of sending crash reports?
- Sun Feb 11, 2018 12:21 pm
- Forum: Desyncs with mods
- Topic: [0.16.22] MP desync (custom scenario, no mods)
- Replies: 1
- Views: 1592
[0.16.22] MP desync (custom scenario, no mods)
I was only player on the server. The last thing I did I think was select AM from toolbelt.
Scenario is modification of Oarc.
Scenario is modification of Oarc.
- Tue Feb 06, 2018 8:03 pm
- Forum: Technical Help
- Topic: Is authentication token regeneration possible?
- Replies: 6
- Views: 2646
Re: Is authentication token regeneration possible?
Thanks for implementing this 

- Thu Feb 01, 2018 7:08 pm
- Forum: Ideas and Suggestions
- Topic: Limited-use authentication tokens
- Replies: 0
- Views: 666
Limited-use authentication tokens
I suggest to give players possibility to get tokens with limited functionality.
There is currently 3 main options to run Factorio server:
1) own PC (can be unavailable for technical reasons);
2) VPS (costs money) or dedicated server (costs even more money);
3) use Factorio hostings (requires ...
There is currently 3 main options to run Factorio server:
1) own PC (can be unavailable for technical reasons);
2) VPS (costs money) or dedicated server (costs even more money);
3) use Factorio hostings (requires ...
- Thu Feb 01, 2018 5:35 pm
- Forum: Technical Help
- Topic: Is authentication token regeneration possible?
- Replies: 6
- Views: 2646
Re: Is authentication token regeneration possible?
UPDATE:
Changing password does not change authentication token, so quastion is currently still open.
Changing password does not change authentication token, so quastion is currently still open.