Search found 192 matches
- Wed Jul 17, 2019 11:12 am
- Forum: Not a bug
- Topic: [0.17.56] Performance issue with large rcon commands
- Replies: 5
- Views: 1335
Re: [0.17.56] Performance issue with large rcon commands
I was going to move it to Not a Bug myself when I noticed Kovarex was faster. Because, really, it isn't one – it's working as designed. Starting with 0.17.57, RCON commands are compressed internally, which should speed this up. You will also be able to tune the segment size in the next release, so ...
- Mon Jul 15, 2019 10:48 am
- Forum: Not a bug
- Topic: [0.17.56] Performance issue with large rcon commands
- Replies: 5
- Views: 1335
Re: [0.17.56] Performance issue with large rcon commands
From clusterio team member's conversations with Oxyd, it seems that this is due to having to synchronise with clients. Is there a way to allow us to run rcon commands that do not interact with clients outside of this restriction? No, there is obviously not as the command affects the gameplay. Fragm...
- Mon Jul 15, 2019 9:47 am
- Forum: Not a bug
- Topic: [0.17.56] Performance issue with large rcon commands
- Replies: 5
- Views: 1335
Re: [0.17.56] Performance issue with large rcon commands
Also this starts to rear it's ugly head under high load aka close or at 100% cpu utilisation wall. On our production cluster we start to have issues with 10 users going about their business and inventory sync does not happen often (most of the time it just pools for empty response - and even those g...
- Sun Jul 14, 2019 7:16 pm
- Forum: Ideas and Suggestions
- Topic: [Mapgen] Set initial evolution factor
- Replies: 0
- Views: 425
[Mapgen] Set initial evolution factor
Hello, I would like to request the ability to set the initial evolution factor. Obviously, for me personally, this is Clusterio related ;) But can also make some fun for big multiplayer games when there is like 50-100 people running around. Affects biter initial generation, placing appropriate biter...
- Thu Jul 11, 2019 12:44 pm
- Forum: Won't implement
- Topic: Make on_gui_click event return x/y offset inside the clicked element
- Replies: 2
- Views: 1098
Re: Make on_gui_click event return x/y offset inside the clicked element
At minimum we just want an X,Y coordinate of the click on the map. We can go from there with math
- Mon Jul 08, 2019 6:07 pm
- Forum: Implemented mod requests
- Topic: A means of telling a client to connect to a different server
- Replies: 14
- Views: 5261
Re: A means of telling a client to connect to a different server
Yay, all hail Rseding!
- Fri Jul 05, 2019 12:35 pm
- Forum: Implemented mod requests
- Topic: A means of telling a client to connect to a different server
- Replies: 14
- Views: 5261
Re: A means of telling a client to connect to a different server
True, but not the correct solution
- Fri Jul 05, 2019 12:16 pm
- Forum: Implemented mod requests
- Topic: A means of telling a client to connect to a different server
- Replies: 14
- Views: 5261
Re: A means of telling a client to connect to a different server
What is the worst case scenario after getting FORCED to reconnect to another factorio-server? Well, I can think of one - someone setting up an infinite loop between two servers forcing you to kill your client cause you might not be able to press Esc in time if they do it in "on_player_joined&q...
- Fri Jul 05, 2019 12:15 pm
- Forum: Implemented mod requests
- Topic: A means of telling a client to connect to a different server
- Replies: 14
- Views: 5261
Re: A means of telling a client to connect to a different server
A method that asks me if i want to connect? Maybe. A method that allows any malicious mod to force me to connect to whatever server they want? You can't be serious... Well, no one is asking for a forced server connect - always ask. Also, give the player the ability to just block those so you are ne...
- Fri Jul 05, 2019 9:16 am
- Forum: 1 / 0 magic
- Topic: [0.16.51] Server with custom port sets different port than specified
- Replies: 18
- Views: 9730
Re: [0.16.51] Server with custom port sets different port than specified
We also have run into it with our Clusterio servers. We also run docker, but we have docker-proxy disabled, iptables have rules properly setup and ports are exposed to the outer wild (confirmed by netstat and dumping and reviewing iptables rules). One strange thing we found out, that despite the por...
- Fri Jul 05, 2019 9:04 am
- Forum: Implemented mod requests
- Topic: A means of telling a client to connect to a different server
- Replies: 14
- Views: 5261
Re: A means of telling a client to connect to a different server
With how Clusterio is going these days and plans we have for it, as Danielv123 already said - we are going to find a way and some people in the team already have a MitM working POC and one way or the other we will end up doing it, but all those methods are, well, questionable (and we definitely will...
- Mon Jul 01, 2019 9:34 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.52] Long /silent-command lead to dropping players
- Replies: 5
- Views: 2874
Re: [0.17.52] Long /silent-command lead to dropping players
Hehe, thanks for the explanation, we keep breaking your game with "valid" usage
- Wed Jun 26, 2019 5:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.52] Long /silent-command lead to dropping players
- Replies: 5
- Views: 2874
Re: [0.17.52] Long /silent-command lead to dropping players
Yay, thank you!
Would be interested in what was causing it here or maybe upcoming FFF?
Would be interested in what was causing it here or maybe upcoming FFF?
- Tue Jun 25, 2019 9:13 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.52] Long /silent-command lead to dropping players
- Replies: 5
- Views: 2874
Re: [0.17.52] Long /silent-command lead to dropping players
Paging @Twinsen
You have dealt with that issue of long packets last time, maybe you can take a look at this?
Seems like network packet encoding issue, this time on way longer strings
You have dealt with that issue of long packets last time, maybe you can take a look at this?
Seems like network packet encoding issue, this time on way longer strings
- Fri Jun 07, 2019 12:57 pm
- Forum: News
- Topic: Friday Facts #298 - Demo upgrade for Stable
- Replies: 78
- Views: 34602
Re: Friday Facts #298 - Demo upgrade for Stable
One thing I truly hate about Destroyer capsules and despite them being awesome even pre-balance is the fact that by the time you deploy your max follower count of them - you literally have about a minute before they start exploding. Also, constant deployment with big pauses between the deploy take a...
- Sat Mar 30, 2019 12:06 am
- Forum: Releases
- Topic: Version 0.17.23
- Replies: 67
- Views: 37992
Re: Version 0.17.23
Modding Non-upgrade technologies are now considered to be level 1; previously they were level 0. Oh god why don't you just enable modding in another language next to lua? This is getting ridiculous. Every mod is running in a separate lua instance. How hard would it be to run lua and ... say Javascr...
- Fri Mar 29, 2019 5:55 pm
- Forum: Releases
- Topic: Version 0.17.23
- Replies: 67
- Views: 37992
Re: Version 0.17.23
Modding Non-upgrade technologies are now considered to be level 1; previously they were level 0. Oh god why don't you just enable modding in another language next to lua? This is getting ridiculous. Every mod is running in a separate lua instance. How hard would it be to run lua and ... say Javascr...
- Wed Feb 27, 2019 5:59 pm
- Forum: Resolved Problems and Bugs
- Topic: Factorio 0.17.1 Random Crash (BlueprintShelf::addAt)
- Replies: 3
- Views: 1059
Re: Factorio 0.17.1 Random Crash
Got same error on the headless server, do not know if I will be able to get the user side for the crash report.
- Thu Feb 21, 2019 7:17 am
- Forum: Mods
- Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
- Replies: 86
- Views: 50240
Re: [MOD 0.16] Realistic Electric Trains
You can also use `on_nth_tick` event instead of doing division in the `if` statement every tick
- Fri Feb 15, 2019 5:34 pm
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 84349
Re: Friday Facts #282 - 0.17 in sight
Is it possible to add limited zoom to the map preview? I find that starting area sometimes is just too small, especially if you look for a railworld preset - you kind'a have to go into the game and chart with commands the things to see if it's a good seed. Thought if new ore gen is much better, the ...