Search found 163 matches
- Sat Dec 26, 2020 7:25 am
- Forum: Won't implement
- Topic: LuaRCON instances should persist!
- Replies: 12
- Views: 2381
Re: LuaRCON instances should persist!
This is certainly interesting as a method for doing Factorio to outside world communication. A neat idea. But if this was added I wouldn't call it RCON any more, there's no mechanism in RCON to send data from the server to the client outside the response to a command. I also don't quite see how this...
- Wed Dec 16, 2020 8:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.6] Servers started in quick succession may end up overwriting each other in the server list
- Replies: 2
- Views: 1102
[Oxyd] [1.1.6] Servers started in quick succession may end up overwriting each other in the server list
I am developing a server manager for Clusterio and one of the features I implemented was automatically starting up a bunch of servers in a short period of time. When doing this the servers are started one by one and there's typically a bit over 1 second between each startup, but I often see that ser...
- Tue Nov 24, 2020 1:46 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.0] Main menu box dragged to the bottom of the screen can't be dragged back up
- Replies: 13
- Views: 2393
Re: Main menu box dragged to the bottom of the screen can't be dragged back up
Can confirm as well. If you turn on the GUI debug features (CTRL+F6/CTRL+F5) you can see a hidden frame of the quickbar being lifted above it when the background scene changes.
- Tue Nov 17, 2020 1:27 am
- Forum: Technical Help
- Topic: Multiplayer game inside GUI binds to temporary IPv6
- Replies: 10
- Views: 1434
Re: Multiplayer game inside GUI binds to temporary IPv6
I don't believe this is the case on Linux, where I can connect to a VPN address or public IP. Linux is what I experienced it on. It might be that only happened on my really weird network setup, where the same interface was part of two subnets, I don't remember if both had a default route to the int...
- Mon Nov 16, 2020 6:08 pm
- Forum: Technical Help
- Topic: Multiplayer game inside GUI binds to temporary IPv6
- Replies: 10
- Views: 1434
Re: Multiplayer game inside GUI binds to temporary IPv6
This problem also exists for multi-homed IPv4 hosts. The server listens on every address but only replies back from one. So if the server has has for example both 192.168.1.4 and 10.0.0.20 as IPv4 addresses, it chooses one and only ever use that as the source address to reply back with even if the p...
- Thu Oct 15, 2020 8:57 pm
- Forum: Implemented Suggestions
- Topic: Option to Reset mod settings at load fail.
- Replies: 19
- Views: 4472
Re: Option to Reset mod settings at load fail.
What if the problem comes from a combination of things? Like changed setting of mod and then updated mod. Or more complex: changed setting of mod A, then changed mod B, then changed mod C, which is not compatible with change of mod A. Then include which mods were loaded too in previous configuratio...
- Thu Oct 15, 2020 8:41 pm
- Forum: Outdated/Not implemented
- Topic: New api in a OOP language?
- Replies: 38
- Views: 4632
Re: New api in a OOP language?
another reason to use python, perhaps, which is pretty good at mt. Python is not good at multithreading. CPython, the defacto implementation of the Python interpreter, has a something called the Global Interpreter Lock (GIL). Whenever a thread is executing Python code it holds the GIL and prevents ...
- Thu Aug 27, 2020 12:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Public multiplayer list is showing a stale cached copy
- Replies: 2
- Views: 407
Re: [1.0.0] Public multiplayer list is showing a stale cached copy
It looks like it stopped doing this at midnight. I don't see the issue any more.
- Wed Aug 26, 2020 5:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Public multiplayer list is showing a stale cached copy
- Replies: 2
- Views: 407
[1.0.0] Public multiplayer list is showing a stale cached copy
Starting from around 8:20 CEST the public multiplayer list has been randomly showing a cached copy from that point and the updated list.
- Fri Jul 31, 2020 3:16 pm
- Forum: Technical Help
- Topic: [0.18.1] Invalid packet (type ConnectionRequestReply)
- Replies: 9
- Views: 1516
Re: [0.18.1] Invalid packet (type ConnectionRequestReply)
This was determined to be a handshake flood attack at BCG, and Gerkiz looks to be under the same kind of attack. This is more or less a script kiddie level attack for which there is no way to defend against.
- Sun Jul 26, 2020 3:06 pm
- Forum: Development-Tools
- Topic: Hornwitser's Python Scripts (desync diff/.dat parse/multi instance)
- Replies: 1
- Views: 1182
Hornwitser's Python Scripts (desync diff/.dat parse/multi instance)
I've made some open source Python scripts for helping with diffing desync reports, inspecting .dat files (not level.dat) and running multiple instances of Factorio on Windows from the same installation. Of these tools the desync differ is probably the most interesting one. You can install it (and al...
- Tue May 12, 2020 12:34 pm
- Forum: Releases
- Topic: Version 0.18.23
- Replies: 12
- Views: 8209
Re: Version 0.18.23
Is it too much to ask for that when the Linux headless build isn't out yet that this link doesn't 404?You can use this static link to always download the latest experimental version: Latest experimental
- Fri Apr 10, 2020 12:03 pm
- Forum: Multiplayer
- Topic: Clusterio 2.0 Alpha Cluster
- Replies: 0
- Views: 758
Clusterio 2.0 Alpha Cluster
In order to test the developments that I've done on Clusterio 2.0 I've set up a public test cluster that's running on both Factorio 0.17.79 and the latest 0.18.x release. In case you're unfamiliar with Clusterio it's a server backend that allows mods to talk between Factorio servers, and right now i...
- Wed Apr 08, 2020 1:11 am
- Forum: Modding discussion
- Topic: Clusterio 2.0 Developments
- Replies: 4
- Views: 3105
Clusterio 2.0 Developments
I've spent the last 9 months rewriting the Clusterio code with goals of making it easier to develop for, easier to use and manage at scale, and of course have it be able to scale to up 100 servers in a cluster. The new code has gotten to the point that it is able to run a cluster again, and while I ...
- Mon Mar 09, 2020 1:41 pm
- Forum: Modding help
- Topic: Lifecycle, callbacks, and inter-mod communication
- Replies: 13
- Views: 1807
Re: Lifecycle, callbacks, and inter-mod communication
You can never guarantee that mod B is ready for mod A to call it. Isn't this the whole point of the dependency declaration in info.json? mod-a says it depends on mod-b, and that ensures that mod-b is invoked before mod-a, and this works as expected when both mods are installed at the same time. May...
- Fri Mar 06, 2020 9:52 pm
- Forum: Technical Help
- Topic: High Latency Since Update to 18.10
- Replies: 6
- Views: 768
Re: High Latency Since Update to 18.10
I wrote a partial Wireshark protocol dissector for the factorio game protocol and could use that look at what's going on.
- Thu Mar 05, 2020 1:09 pm
- Forum: Won't fix.
- Topic: [0.17.68] Server started from cmd has broken input stream (Windows)
- Replies: 12
- Views: 1844
Re: [0.17.68] Server started from cmd has broken input stream (Windows)
If you compile as not-a-console-application Factorio won't attach itself to your program when you launch it. This is not an option for Clusterio which runs on Node.js which in turn does not provide a windows subsystem build of their runtime. Not having a console is also kind of inconvenient for thi...
- Wed Mar 04, 2020 2:45 pm
- Forum: Technical Help
- Topic: Fragment 0000 failed too many times
- Replies: 6
- Views: 1165
Re: Fragment 0000 failed too many times
The steam networking is only available if the server is also hosted using the steam version. I'm not sure if it's possible to use the steam networking with the dedicated server mode.
- Wed Mar 04, 2020 2:10 pm
- Forum: Ideas and Suggestions
- Topic: Why is there no Paste UI Button when importing Blueprints?
- Replies: 3
- Views: 449
Re: Why is there no Paste UI Button when importing Blueprints?
I've wondered about the same. But taking this further, why even give a text box to write into? Even the simplest of blueprints are 200 characters of random mixed case jumble for which a single mistake makes it invalid. The import string button should just import directly from the clipboard if there'...
- Wed Mar 04, 2020 2:00 pm
- Forum: Technical Help
- Topic: Fragment 0000 failed too many times
- Replies: 6
- Views: 1165
Re: Fragment 0000 failed too many times
I can't join someone who's running Steam if I'm using the client from factorio.com. The steam client has the ability to use steam's networking in order to get around firewalls and NAT in the case where these are not set up properly or blocking the connection, the stand alone version does not have t...