Search found 205 matches

by Hornwitser
Tue Nov 05, 2019 1:55 pm
Forum: Ideas and Suggestions
Topic: Sort server list by first visible non-punctuation character
Replies: 1
Views: 632

Sort server list by first visible non-punctuation character

Something that annoys me to no end is that the name sorting in the online server list goes blindly by character. This means that if the server name wants to start with colored text or an icon it's going to appear at the bottom of the list because [ is after the basic latin characters in the sort ord...
by Hornwitser
Sat Nov 02, 2019 10:41 am
Forum: 1 / 0 magic
Topic: [0.17.74] Hang on SIGTERM during startup.
Replies: 6
Views: 2407

Re: [0.17.74] Hang on SIGTERM during startup.

The linked test log shows the log outputted on stdout, though in a somewhat unreadable form. If there's something else outputed to factorio-current.log then that has been lost (do tell me if there's anything of interest there and I'll dump it too for the next time it happens.) It also shows it's run...
by Hornwitser
Wed Oct 30, 2019 12:00 am
Forum: 1 / 0 magic
Topic: [0.17.74] Hang on SIGTERM during startup.
Replies: 6
Views: 2407

Re: [0.17.74] Hang on SIGTERM during startup.

I have seen this happen on 0.17.73.
by Hornwitser
Mon Oct 28, 2019 10:21 pm
Forum: 1 / 0 magic
Topic: [0.17.74] Hang on SIGTERM during startup.
Replies: 6
Views: 2407

[0.17.74] Hang on SIGTERM during startup.

I have a unit test that send SIGTERM to the Linux headless server upon receiving the following message on stdout RemoteCommandProcessor.cpp:131: updateTick(0) changing state from(CreatingGame) to(InGame) When running this test on Travis-CI it ocasionaly hangs instead of initiating the shutdown causi...
by Hornwitser
Sat Oct 26, 2019 12:34 pm
Forum: Modding interface requests
Topic: Fire on_configuration_changed when a save's lua scripts are modified
Replies: 7
Views: 1465

Re: Fire on_configuration_changed when a save's lua scripts are modified

This feels to me to be worse than not using on_configuration_changed/on_init at all.

Edit: This also doubles the start up time. Which when running large mod-packs is no fun at all.
by Hornwitser
Sat Oct 26, 2019 12:20 pm
Forum: Modding interface requests
Topic: Fire on_configuration_changed when a save's lua scripts are modified
Replies: 7
Views: 1465

Re: Fire on_configuration_changed when a save's lua scripts are modified

That was not at all logical from what you first said but okay. The documentation for script_reload says "Forces a reload of the scenario script from the original scenario location." how do I know what the original scenario location of an arbitrary save is? And what happens if this is a fre...
by Hornwitser
Sat Oct 26, 2019 12:03 pm
Forum: Modding interface requests
Topic: Fire on_configuration_changed when a save's lua scripts are modified
Replies: 7
Views: 1465

Re: Fire on_configuration_changed when a save's lua scripts are modified

So what you're saying is that we should drop support for running non-modded Clusterio games entirely? We kind of want to be more flexible than that. Also we don't have one "scenario" that can be put into a mod, Clusterio uses a plugin based system for selecting which features use in the cl...
by Hornwitser
Sat Oct 26, 2019 11:36 am
Forum: Modding interface requests
Topic: Fire on_configuration_changed when a save's lua scripts are modified
Replies: 7
Views: 1465

Fire on_configuration_changed when a save's lua scripts are modified

Clusterio is moving over to using save patching in order to put code into the game. This means adding lua scripts to the save zip file and rewriting control.lua to load those scripts. Unfortunately because this can happen to an already existing save game the patched code cannot rely on the on_init e...
by Hornwitser
Mon Oct 14, 2019 3:48 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.69] /server-save used in-game doesn't tell you if it didn't save the game
Replies: 1
Views: 2856

[Oxyd] [0.17.69] /server-save used in-game doesn't tell you if it didn't save the game

If you start a dedicated server with the "--start-server-load-scenario" command line parameter and run "/server-save" from in-game it responds with "Saving the map" but doesn't actually save anything and doesn't tell you this in-game. The server log contains the error m...
by Hornwitser
Tue Sep 24, 2019 4:56 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.54] UDP Receive queue may overflow on Windows
Replies: 11
Views: 5745

Re: [Oxyd] [0.17.54] UDP Receive queue may overflow on Windows

This issue has still not been fixed. A 10kb ServerToClientHeartbeat message sent to a Windows client in 0.17.69 still shows the same behavior of being endlessly resent but never received by the client.
by Hornwitser
Fri Sep 13, 2019 4:16 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 64101

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

Only issue I can think of is how to convey this graphically for underground pipes and pipes that meet each other but are incompatible. I think special graphics for those cases are in order: a "capped" pipe and a "capped" underground. The game already has graphics that would conv...
by Hornwitser
Fri Sep 13, 2019 1:16 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 64101

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

Why do you keep hitting yourself in the head with this idea that any action by anything anywhere should be prevented if it leads to fluid mixing? It seems silly complicated and overly invasive compared to the alternative, which is to say pipes connect if they they are compatible, and does not connec...
by Hornwitser
Thu Sep 12, 2019 5:47 pm
Forum: Won't fix.
Topic: [0.17.68] Server started from cmd has broken input stream (Windows)
Replies: 12
Views: 3526

Re: [0.17.68] Server started from cmd has broken input stream (Windows)

How am I supposed to send input to a factorio server on Windown when it ignores stdin and instead opt hijack the input stream of the console belonging to the process group it's associated with?

Edit: Programatically speaking that is. Like from a process manager for factorio servers.
by Hornwitser
Thu Sep 12, 2019 5:00 pm
Forum: Won't fix.
Topic: [0.17.68] Server started from cmd has broken input stream (Windows)
Replies: 12
Views: 3526

[0.17.68] Server started from cmd has broken input stream (Windows)

When I start a Factorio server through cmd with a command like "bin\x64\factorio.exe --start-server save.zip" on Windows 7 it imminently signals completion and returns to the shell, but keeps the stdin/out streams open. This results in input written to the terminal alternating between bein...
by Hornwitser
Sat Aug 31, 2019 11:19 pm
Forum: Tools
Topic: FactorioUpbot - Discord bot notifying when your servers go down
Replies: 2
Views: 2306

Re: FactorioUpbot - Discord bot notifying when your servers go down

It's at https://github.com/Hornwitser/FactorioUpbot but it's not quite up to date and it doesn't come with any instructions or support.
by Hornwitser
Thu Aug 22, 2019 7:03 pm
Forum: Ideas and Suggestions
Topic: Moderator permission level
Replies: 14
Views: 4326

Re: Moderator permission level

Preventing a lua commands invoked from a player from banning a player sounds far more difficult than worth anyone's time to solve. Consider for example /c script.on_nth_tick(50, function() game.ban_player(...) end). So in my mind being able to execute lua code means being able to bypass all permissi...
by Hornwitser
Thu Aug 22, 2019 6:12 pm
Forum: Ideas and Suggestions
Topic: Moderator permission level
Replies: 14
Views: 4326

Re: Moderator permission level

Unless I'm missing some core thing with input actions extending the id past 255 wouldn't make every action bigger. You already have variable length encoding of numeric fields in your protocol (and I presume in the save as well) where values from 0-254 is one byte and >254 is encoded as 3 or 5 bytes ...
by Hornwitser
Thu Aug 22, 2019 5:47 pm
Forum: Ideas and Suggestions
Topic: Moderator permission level
Replies: 14
Views: 4326

Re: Moderator permission level

So @Koub and @slippycheeze a UI and concept like what /permissions already is?
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A.png (261.98 KiB) Viewed 4059 times
by Hornwitser
Thu Aug 22, 2019 5:35 pm
Forum: Ideas and Suggestions
Topic: Moderator permission level
Replies: 14
Views: 4326

Re: Moderator permission level

So. If you select ban through /admin does that sends a write console input action with the content "/ban playername" to the server? Seems a little rube goldberg to me. Why can't you consider ban/kick/mute/lua command/chat etc to be separate input actions? It would avoid having to write ano...
by Hornwitser
Thu Aug 22, 2019 8:57 am
Forum: Ideas and Suggestions
Topic: Moderator permission level
Replies: 14
Views: 4326

Re: Moderator permission level

Why would you hardcode the permissions for multiplayer moderration when /permissions exist? Add permissions for kick, ban, whitelist, promote, open other player gui, swap player, lua command, etc, and let the multiplayer admins decide (but there really need to be categories to the edit permissions p...

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