Search found 80 matches

by Hornwitser
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: 477

[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 ...
by Hornwitser
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: 236

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...
by Hornwitser
Mon Aug 05, 2019 12:27 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.59] LuaUnitGroup.set_command randomly fails
Replies: 3
Views: 168

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.)
by Hornwitser
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: 236

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.
by Hornwitser
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: 236

[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...
by Hornwitser
Tue Jul 30, 2019 11:14 pm
Forum: Tools
Topic: FactorioUpbot - Discord bot notifying when your servers go down
Replies: 2
Views: 378

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...
by Hornwitser
Mon Jul 29, 2019 11:06 pm
Forum: Tools
Topic: Question about multiplayer.factorio.com
Replies: 1
Views: 352

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?
by Hornwitser
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: 1075

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.
by Hornwitser
Sun Jul 28, 2019 3:00 am
Forum: Resolved Problems and Bugs
Topic: [0.17.59] LuaUnitGroup.set_command randomly fails
Replies: 3
Views: 168

[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...
by Hornwitser
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: 493

[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...
by Hornwitser
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: 1075

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...
by Hornwitser
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: 278

[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...
by Hornwitser
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: 1075

[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...
by Hornwitser
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: 181

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 whiteli...
by Hornwitser
Sun Jun 30, 2019 3:13 am
Forum: Ideas and Suggestions
Topic: Don't silently ignore unrecognized configuration options
Replies: 1
Views: 174

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....
by Hornwitser
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: 181

[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 ...
by Hornwitser
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: 734

[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...
by Hornwitser
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: 108

[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 blue...
by Hornwitser
Thu Oct 11, 2018 6:41 pm
Forum: General discussion
Topic: Re-enabling achievments guide [16.25]
Replies: 35
Views: 13958

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 ...
by Hornwitser
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: 596

[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 serv...

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