Search found 80 matches

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: 271

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 freeplay scen...
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: 271

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 cluster, for...
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: 271

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: Assigned
Topic: [Oxyd] [0.17.69] /server-save used in-game doesn't tell you if it didn't save the game
Replies: 0
Views: 185

[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 message "33.635 Error AppManage...
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: 1071

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: 20937

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 convey this situation qu...
by Hornwitser
Fri Sep 13, 2019 1:16 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 20937

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: 4
Views: 318

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: 4
Views: 318

[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 being sent to ...
by Hornwitser
Sat Aug 31, 2019 11:19 pm
Forum: Tools
Topic: FactorioUpbot - Discord bot notifying when your servers go down
Replies: 2
Views: 376

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: 13
Views: 820

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: 13
Views: 820

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: 13
Views: 820

Re: Moderator permission level

So @Koub and @slippycheeze a UI and concept like what /permissions already is?
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by Hornwitser
Thu Aug 22, 2019 5:35 pm
Forum: Ideas and Suggestions
Topic: Moderator permission level
Replies: 13
Views: 820

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 another permi...
by Hornwitser
Thu Aug 22, 2019 8:57 am
Forum: Ideas and Suggestions
Topic: Moderator permission level
Replies: 13
Views: 820

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...
by Hornwitser
Tue Aug 20, 2019 11:53 am
Forum: Ideas and Suggestions
Topic: Moderator permission level
Replies: 13
Views: 820

Re: Moderator permission level

In 0.17.66 you still have to be admin to do (an unspecified list of) admin like things when the fine grained permission system would do a much better job at this. Permission (at least in 0.17.66) can restrict /config via the "Change multiplayer config" option, but this doesn't help as you can still ...
by Hornwitser
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: 369

[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...
by Hornwitser
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: 477

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...
by Hornwitser
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: 477

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.
by Hornwitser
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: 477

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...

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