Search found 204 matches
- Wed Aug 07, 2019 9:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [0.17.63] Calling silo-script.on_event throws error
- Replies: 1
- Views: 1625
[Klonan] [0.17.63] Calling silo-script.on_event throws error
The changes to silo-script broke on_event in it. Which is used by the Hotpatch mod (mostly because the embedded freeplay code is outdated in it). The script_events were moved to silo_script.events, but silo_script.on_event still references script_events See https://github.com/wube/factorio-data/comm...
- Tue Aug 06, 2019 1:56 pm
- Forum: Minor issues
- Topic: [Rseding91] [0.17.62] Result of table.deepcopy() may serialize differently by serpent.block()
- Replies: 5
- Views: 1667
Re: [Rseding91] [0.17.62] Result of table.deepcopy() may serialize differently by serpent.block()
The 5.2 reference manual says the result of #table is undefined if the table is sparse, the 5.3 reference says it may return any value which is the index of an element where the next index is nil. Serpent uses #table when determining to make it sparse or not, but after a table in global has been sav...
- Tue Aug 06, 2019 12:09 am
- Forum: Minor issues
- Topic: [Rseding91] [0.17.62] Result of table.deepcopy() may serialize differently by serpent.block()
- Replies: 5
- Views: 1667
Re: [0.17.62] Result of table.deepcopy() may serialize differently by serpent.block()
Should probably just change this bug report title to "sparse arrays are improperly serialized", the result of #global.t.item_counts differ between the server and the client after the setup descried in my previous post.
- Mon Aug 05, 2019 11:48 pm
- Forum: Minor issues
- Topic: [Rseding91] [0.17.62] Result of table.deepcopy() may serialize differently by serpent.block()
- Replies: 5
- Views: 1667
Re: [0.17.62] Result of table.deepcopy() may serialize differently by serpent.block()
Actually, I think this is a bug. And it's trivial to desync the game without having to involve any copying of the table. Steps to reproduce: - Run the command in my previous post that creates global.t in a multiplayer server with nobody in - Connect to the server - Run /c game.print(serpent.block(gl...
- Mon Aug 05, 2019 7:27 pm
- Forum: Minor issues
- Topic: [Rseding91] [0.17.62] Result of table.deepcopy() may serialize differently by serpent.block()
- Replies: 5
- Views: 1667
[Rseding91] [0.17.62] Result of table.deepcopy() may serialize differently by serpent.block()
The output of serpent.block may change if a table in the global table is copied using table.deepcopy Steps to reproduce: - create a table that may change with /c global.t = { item_counts = {50, 50, 50, 50, 32, [31] = 50, [32] = 50, [33] = 50, [34] = 50, [35] = 50, [36] = 50, [37] = 32} } - save the ...
- Mon Aug 05, 2019 5:05 pm
- Forum: Duplicates
- Topic: [0.17.56] Editor can place out of map tiles but not remove them
- Replies: 4
- Views: 1447
Re: [0.17.56] Editor can place out of map tiles but not remove them
Most of the things in the editor makes sense and easy to discover by clicking on things and trying it out. But I'm far from alone with being stumped about how to place tiles on out-of-map tiles. Doing it like how GIMP does would help a lot (see image below). gimp.png PS: I might have been unclear, b...
- Mon Aug 05, 2019 12:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.59] LuaUnitGroup.set_command randomly fails
- Replies: 3
- Views: 824
Re: [0.17.59] LuaUnitGroup.set_command randomly fails
I tested it on 0.17.62 just now and they don't all move to the centre. Is this fixed for the next version or something? (groups still stay stuck on the shore, save is one tick before one of the groups that get stuck spawns.)
- Wed Jul 31, 2019 3:37 pm
- Forum: Duplicates
- Topic: [0.17.56] Editor can place out of map tiles but not remove them
- Replies: 4
- Views: 1447
Re: [0.17.56] Editor can place out of map tiles but not remove them
OMG. What a dumb hidden modifier. Why doesn't the interface tell you to "hold shift to place over out-of-map"?
Well, it is what they say. If a user can't find a feature it doesn't exist.
Edit: Worst of all is that I searched for this and somehow missed it being already reported.
Well, it is what they say. If a user can't find a feature it doesn't exist.
Edit: Worst of all is that I searched for this and somehow missed it being already reported.
- Wed Jul 31, 2019 2:31 pm
- Forum: Duplicates
- Topic: [0.17.56] Editor can place out of map tiles but not remove them
- Replies: 4
- Views: 1447
[0.17.56] Editor can place out of map tiles but not remove them
Using the tile editing in paint brush mode you can place out-of-map tiles (black void) but you can't paint any normal tiles back over it. But you can use the flood fill on them, including outside the map bounds (which lags a lot and creates a weird situation where there's land but the mini-map doesn...
- Tue Jul 30, 2019 11:14 pm
- Forum: Tools
- Topic: FactorioUpbot - Discord bot notifying when your servers go down
- Replies: 2
- Views: 2277
FactorioUpbot - Discord bot notifying when your servers go down
I've made a Discord bot that monitors the multiplayer games list and sends updates when a specific ones disappears or reappears from the list. Summed up in one picture: upbot.png You can add it to your own Discord server with this link . It's currently very basic in functionality. You can add the Fa...
- Mon Jul 29, 2019 11:06 pm
- Forum: Tools
- Topic: Question about multiplayer.factorio.com
- Replies: 1
- Views: 1563
Question about multiplayer.factorio.com
I'm making a Discord bot for notifying when Factorio servers go offline and I noticed multiplayer.factorio.com has a nice api for discovering servers. Can I periodically query it, say once a minute in order to make my bot work?
- Mon Jul 29, 2019 10:40 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.54] UDP Receive queue may overflow on Windows
- Replies: 11
- Views: 5654
Re: [Oxyd] [0.17.54] UDP Receive queue may overflow on Windows
This issue has not been fixed. When the server sends a 10kb ServerToClientHeartbeat message in 0.17.59 it still shows the same behavior where the client endlessly request it be resent in full but the full message is never received by the client.
- Sun Jul 28, 2019 3:00 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.59] LuaUnitGroup.set_command randomly fails
- Replies: 3
- Views: 824
[0.17.59] LuaUnitGroup.set_command randomly fails
I'm not too sure how much this a bug or not, but when I spawned unit groups and set_command on it to attack area spawn it randomly fails. See the attached save. After one tick the unit group is spawned and the command is set (set_moving is also done, but not doing does not affect the outcome). One t...
- Sun Jul 28, 2019 2:42 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.59] Biters will path through cliffs
- Replies: 1
- Views: 1861
[Oxyd] [0.17.59] Biters will path through cliffs
The pathfinder for biters treat cliffs as something that can be walked through if the path around is too long or there isn't any path to the target due to cliffs then they will just path straight through them. See attached image. This get especially bad if game.map_settings.path_finder.general_entit...
- Fri Jul 19, 2019 1:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.54] UDP Receive queue may overflow on Windows
- Replies: 11
- Views: 5654
Re: [Oxyd] [0.17.54] UDP Receive queue may overflow on Windows
slippycheeze it's nice that you want to provide insightful information on the pitfalls of network programming, but I think you're missing a vital piece of information. The Factorio protocol fragments messages larger than about 500 bytes, no UDP packet greater than about 510 bytes is ever sent by eit...
- Sat Jul 06, 2019 1:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.54] Importing empty upgrade planner fails with error
- Replies: 4
- Views: 1260
[0.17.54] Importing empty upgrade planner fails with error
When I export a newly created upgrade planner with no slots set and then import it again it prints the following error to the console. Error while importing string: Value must be a list or dictionary in property tree at ROOT.upgrade_planner.settings.mappers Steps to reproduce - Create an empty upgra...
- Fri Jul 05, 2019 6:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.54] UDP Receive queue may overflow on Windows
- Replies: 11
- Views: 5654
[Oxyd] [0.17.54] UDP Receive queue may overflow on Windows
When UDP packets are received they are placed into a receive queue by the network layer. The size of this queue varies by system. On Windows 7 this is controlled by a network layer called AFD (Ancillary Function Driver for Winsock) and defaults to 8192 bytes. When packets are read from the socket th...
- Sun Jun 30, 2019 5:00 pm
- Forum: Not a bug
- Topic: [0.17.52] Unable to enable whitelist on linux headles
- Replies: 3
- Views: 2034
Re: [0.17.52] Unable to enable whitelist on linux headles
Oh, I missed that one, but I still think this is really confusing. The error message would make more sense if it said "--use-server-whitelist must be set when --server-whitelist is set" it didn't occur to me that these where command line options. But what I really find objectionable with t...
- Sun Jun 30, 2019 3:13 am
- Forum: Ideas and Suggestions
- Topic: Don't silently ignore unrecognized configuration options
- Replies: 1
- Views: 554
Don't silently ignore unrecognized configuration options
When configuring Factorio servers it's easy to make a typo, or use the wrong name for a setting. When you start the server there's no feedback on whether everything in config was understood. This leads to problems that could have easily been avoided if the server admin was made aware of the mistake....
- Sun Jun 30, 2019 3:00 am
- Forum: Not a bug
- Topic: [0.17.52] Unable to enable whitelist on linux headles
- Replies: 3
- Views: 2034
[0.17.52] Unable to enable whitelist on linux headles
Using the --server-whitelist command line parameter on Linux headless causes it to fail with the message 0.522 Error Main.cpp:662: use-server-whitelist must be set when server-whitelist is set. use-server-whitelist is undocumented. There's enable-whitelist in config.ini, but setting either of these ...