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 ...
Search found 215 matches
- Tue Jul 30, 2019 11:14 pm
- Forum: Tools
- Topic: FactorioUpbot - Discord bot notifying when your servers go down
- Replies: 2
- Views: 3059
- Mon Jul 29, 2019 11:06 pm
- Forum: Tools
- Topic: Question about multiplayer.factorio.com
- Replies: 1
- Views: 1928
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: 7611
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: 1097
[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 ...
- 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: 2354
[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 ...
- 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: 7611
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 ...
- 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: 1702
[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 ...
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 ...
- 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: 7611
[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 ...
- 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: 3266
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 the ...
- Sun Jun 30, 2019 3:13 am
- Forum: Ideas and Suggestions
- Topic: Don't silently ignore unrecognized configuration options
- Replies: 1
- Views: 760
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: 3266
[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 ...
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 ...
- Tue Jun 25, 2019 1:47 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.52] Long /silent-command lead to dropping players
- Replies: 5
- Views: 3623
[0.17.52] Long /silent-command lead to dropping players
There's currently a clusterio event that's being tested that uses train teleportation to transfer items between servers. It uses scenario modding and automated server commands to accomplish this. The test server I'm able to reproduce this problem with is called [Gridlock Test Cluster] Westeros. When ...
- Thu Feb 28, 2019 1:50 pm
- Forum: Not a bug
- Topic: [0.17.2] Saving a blueprint irreversibly converts the blueprint library
- Replies: 1
- Views: 768
[0.17.2] Saving a blueprint irreversibly converts the blueprint library
When trying out 0.17, the existing blueprint library from 0.16 is migrated to a new format if you change anything in it. This causes it to become unreadable in 0.16 (see attached image).
This is bad, as steam users that want to try out 0.17, but then go back to 0.16 is likely to lose their 0.16 ...
This is bad, as steam users that want to try out 0.17, but then go back to 0.16 is likely to lose their 0.16 ...
- Thu Oct 11, 2018 6:41 pm
- Forum: General discussion
- Topic: Re-enabling achievments guide [16.25]
- Replies: 35
- Views: 60432
Re: Re-enabling achievments guide [16.25]
There was a time when I cared deeply for my achievements. But then one day I joined a multiplayer server and a saw a couple of them just fly by me without ever giving me the chance to earn them (yes this was before the time limit was introduced.) It left a sour taste. Some time later I finished the ...
- Fri Oct 05, 2018 5:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] DNS lookup blocks server on linux headless
- Replies: 1
- Views: 1978
[0.16.51] DNS lookup blocks server on linux headless
When running headless Factorio on my Arch Linux server located on LAN the "Server is not responding" dialog appears for a few seconds every half minute or so when I connect to it.
Looking at the packet capture from the server, a DNS lookup to pingpong1.factorio.com happens before every time the ...
Looking at the packet capture from the server, a DNS lookup to pingpong1.factorio.com happens before every time the ...