Search found 205 matches
- 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...
- 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...
- 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.
- 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...
- 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.
Edit: This also doubles the start up time. Which when running large mod-packs is no fun at all.
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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.
Edit: Programatically speaking that is. Like from a process manager for factorio servers.
- 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...
- 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.
- 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...
- 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 ...
- 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?
- 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...
- 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...