Search found 205 matches
- Wed Mar 04, 2020 2:10 pm
- Forum: Ideas and Suggestions
- Topic: Why is there no Paste UI Button when importing Blueprints?
- Replies: 3
- Views: 889
Re: Why is there no Paste UI Button when importing Blueprints?
I've wondered about the same. But taking this further, why even give a text box to write into? Even the simplest of blueprints are 200 characters of random mixed case jumble for which a single mistake makes it invalid. The import string button should just import directly from the clipboard if there'...
- Wed Mar 04, 2020 2:00 pm
- Forum: Technical Help
- Topic: Fragment 0000 failed too many times
- Replies: 6
- Views: 2153
Re: Fragment 0000 failed too many times
I can't join someone who's running Steam if I'm using the client from factorio.com. The steam client has the ability to use steam's networking in order to get around firewalls and NAT in the case where these are not set up properly or blocking the connection, the stand alone version does not have t...
- Tue Mar 03, 2020 7:01 pm
- Forum: Technical Help
- Topic: Fragment 0000 failed too many times
- Replies: 6
- Views: 2153
Re: Fragment 0000 failed too many times
That message is just a cryptic way of saying no response was received from the server. In other words the UDP packet with the connection request that was sent to the server got no reply, either because it was lost on the way to the server or the reply from the server was lost on the way back. This c...
- Mon Mar 02, 2020 12:32 pm
- Forum: Modding discussion
- Topic: Replace LUA code in a running game from command line?
- Replies: 8
- Views: 2160
- Mon Mar 02, 2020 4:33 am
- Forum: Won't fix.
- Topic: [0.17.68] Server started from cmd has broken input stream (Windows)
- Replies: 12
- Views: 3536
Re: [0.17.68] Server started from cmd has broken input stream (Windows)
You can just launch the game without using a command prompt. Just "run" it directly from what ever program you're going to use to send input/output to the game. No. This doesn't work. The Windows Release build does not read from stdin when spawned from a process that owns a console. Here'...
- Tue Feb 25, 2020 6:27 pm
- Forum: Not a bug
- Topic: [0.18.0] Server sometimes adds 'player joined the game' logs to RCON messages
- Replies: 6
- Views: 2144
Re: [0.18.0] Server sometimes adds 'player joined the game' logs to RCON messages
When the event happens the game sends the message of "player joined game" to your RCON connection. No, that is absolutely not what happens. Why are you so unspecific and vague? The server doesn't send anything to the RCON connection on its own, after the RCON connection is established the...
- Tue Feb 25, 2020 4:52 pm
- Forum: Not a bug
- Topic: [0.18.0] Server sometimes adds 'player joined the game' logs to RCON messages
- Replies: 6
- Views: 2144
Re: [0.18.0] Server sometimes adds 'player joined the game' logs to RCON messages
The game sends join/leave messages to connected rcon clients. If you want to ignore them, then just ignore them. What do you mean with the game sends join/leave messages to connected RCON clients, exactly how is this done, what circumstance causes it to happen, and where is it documented? I tried r...
- Tue Feb 25, 2020 3:18 pm
- Forum: Modding discussion
- Topic: Replace LUA code in a running game from command line?
- Replies: 8
- Views: 2160
Re: Replace LUA code in a running game from command line?
This is not possible without help from code already present in control.lua. Sure you can replace global functions via commands but this doesn't stick across a save/load cycle and that means players who join the multiplayer game after your replaced the function will not get the replaced function and ...
- Fri Feb 21, 2020 3:54 pm
- Forum: Technical Help
- Topic: [0.18.3] Rcon faster speeds?
- Replies: 12
- Views: 3073
Re: [0.18.3] Rcon faster speeds?
You open a connection then send commands and get replies, anything more specific than that would be dependent on what RCON implementation you use. For sending data into Factorio stdin and RCON are both limited to streaming commands at the speed given by the segment_size limits in the server config, ...
- Thu Feb 13, 2020 9:17 am
- Forum: Ideas and Suggestions
- Topic: Could we make non-blocking-saving=true a default on Linux please?
- Replies: 10
- Views: 2506
Re: Could we make non-blocking-saving=true a default on Linux please?
The Gridlock Cluster had it turned on and there were servers hanging left and right because of it, so the reliability of this feature just isn't good enough.
- Wed Feb 12, 2020 11:00 pm
- Forum: Technical Help
- Topic: [0.18.3] Rcon faster speeds?
- Replies: 12
- Views: 3073
Re: [0.18.3] Rcon faster speeds?
There is nothing preventing you from running multiple commands on the same RCON connection at the same time, and there's nothing preventing you from having multiple simultaneous RCON connections running commands, both of these things let you run more than one command per tick. If you're running comm...
- Wed Feb 12, 2020 10:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.54] UDP Receive queue may overflow on Windows
- Replies: 11
- Views: 5765
Re: [Oxyd] [0.17.54] UDP Receive queue may overflow on Windows
This issue is still present in 0.18.6.
- Thu Jan 30, 2020 1:50 pm
- Forum: Pending
- Topic: [0.18.1] Client gets stuck wating for server to save map
- Replies: 2
- Views: 698
Re: [0.18.1] Client gets stuck wating for server to save map
This was on my test server on a newly generated save game with no mods or scenarios. The issue seemed to occur when I had 24 clients all connect to the server at the same time while simulating some packet loss and delay. Unfortunately I was trying to recreate another issue at the time and didn't thi...
- Thu Jan 30, 2020 11:50 am
- Forum: Pending
- Topic: [0.18.1] Client gets stuck wating for server to save map
- Replies: 2
- Views: 698
[0.18.1] Client gets stuck wating for server to save map
When connecting to a server with an unreliable connection and the server is under load from multiple clients trying to connect at once, it occasionally happens that the client will get stuck with the message "Waiting for the server to start saving: 0s" on the screen. In the attached log fi...
- Thu Jan 30, 2020 10:47 am
- Forum: Ideas and Suggestions
- Topic: Expose game time elapsed in seconds in the multiplayer list API
- Replies: 4
- Views: 867
- Sun Jan 26, 2020 7:57 am
- Forum: Ideas and Suggestions
- Topic: Expose game time elapsed in seconds in the multiplayer list API
- Replies: 4
- Views: 867
Re: Expose game time elapsed in seconds in the multiplayer list API
I'm well aware of that, but as you may or may not have noticed I'm monitoring the public server list, not my own servers. I cannot run lua code on these servers.
- Sun Jan 26, 2020 6:40 am
- Forum: Ideas and Suggestions
- Topic: Expose game time elapsed in seconds in the multiplayer list API
- Replies: 4
- Views: 867
Expose game time elapsed in seconds in the multiplayer list API
I made a graph showing the player counts on the most popular servers on my stats dashboard . It would be cool if I could also get the UPS these servers are running at, this can easily be determined by calculating game time elapsed / real time elapsed * 60. But the game time elapsed that's exposed in...
- Sat Jan 25, 2020 11:25 pm
- Forum: Technical Help
- Topic: [0.18.1] Invalid packet (type ConnectionRequestReply)
- Replies: 9
- Views: 3043
[0.18.1] Invalid packet (type ConnectionRequestReply)
The Big Community Games server broke and while trying to connect to it I noticed the following error in the client log: 211.926 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ConnectionRequestReply) received from IP ADDR:({116.202.35.156:34197}): invalid state (WaitingForAccept) for packet...
- Thu Jan 16, 2020 8:48 am
- Forum: Technical Help
- Topic: [0.17.79]Can not be listed in the server list[centos7 headless](solved)
- Replies: 2
- Views: 819
Re: [0.17.79]Can not be listed in the server list[centos7 headless]
You need to configure the server for it to be listed, copy /opt/factorio/data/server-settings.example.json to /opt/factorio/server-settings.json and edit it. At minimum the username and password/token entries must changed.
- Tue Jan 14, 2020 4:04 am
- Forum: Minor issues
- Topic: [0.17.79] game.table_to_json uses excessively many digits for numbers
- Replies: 19
- Views: 4692
Re: [0.17.79] game.table_to_json uses excessively many digits for numbers
It doesn't matter how many digits you use when the float to decimal conversion function you use is broken. How many times does this need to be said? The float to decimal conversion function you use does not round trip because it's missing the 80-bit extended precision floats it was designed to work ...