Search found 205 matches
- Wed May 19, 2021 4:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.33] Desync on power loss and restore
- Replies: 1
- Views: 2340
[boskid][1.1.33] Desync on power loss and restore
Stevetrov encountered this desync removing and placing down an EEI on a server. Looks to be an issue with the active entity order. I managed to figure out a way to semi reliably reproduce it. Steps to reproduce 1. Paste the attached blueprint on a new server in the editor 2. Wait until it starts out...
- Sun May 16, 2021 4:04 pm
- Forum: Technical Help
- Topic: Server UPS spikes
- Replies: 4
- Views: 1457
Re: Server UPS spikes
Please provide the log file and what OS, hardware and version of Factorio you're running on for both the server and the client.
- Sat May 15, 2021 11:04 pm
- Forum: Technical Help
- Topic: Factorio in 4K, should be gtx 970 enough?
- Replies: 8
- Views: 2756
Re: Factorio in 4K, should be gtx 970 enough?
I've played with a 970 in 4k. From my experience I had noticeable frame rate drops when zooming all the way out with forests in view or when a lot of biter corpses were visible. Other than that it was fine.
- Sat May 15, 2021 10:51 pm
- Forum: Technical Help
- Topic: Server UPS spikes
- Replies: 4
- Views: 1457
Re: Server UPS spikes
Is the system clock on your server functioning and set to the right date and time?
- Fri Apr 30, 2021 2:31 pm
- Forum: Technical Help
- Topic: How does the "whitelist" on a server work?
- Replies: 5
- Views: 2327
Re: How does the "whitelist" on a server work?
The dedicated server server mode more or less ignores everything in config.ini expect for the paths so there's nothing useful in there. To make the whitelist work on startup there's 2 requirements, you need to pass --use-server-whitelist on the command line and the whitelist loaded (which defaults t...
- Wed Apr 28, 2021 11:27 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 165981
Re: Friday Facts #365 - Future plans
I am eagerly awaiting Factorio 2.0 in 2029... not. But really though, game development is slow and you should all know what rushed game development results in by now.
- Wed Apr 28, 2021 8:17 pm
- Forum: Pending
- Topic: Pass user verification on the first connection attempt to public servers
- Replies: 8
- Views: 2679
Re: Pass user verification on the first connection attempt to public servers
It should not be workarounded (sending credentials without real need, security!), instead that problem should be fixed. User verification is a requirement for a server to be listed on the public server list. Connecting to public servers with user verification enabled requires the client sending the...
- Mon Apr 26, 2021 9:38 pm
- Forum: Pending
- Topic: Pass user verification on the first connection attempt to public servers
- Replies: 8
- Views: 2679
Pass user verification on the first connection attempt to public servers
TL;DR Pass user verification on the first connection attempt to public servers. What ? When connecting to a server in the public servers list the client first tries to connect without the credentials that prove it's a verified user. But public servers have to have user verification enabled to be li...
- Sat Apr 24, 2021 4:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.32] Lights render resolution option does absolutely nothing
- Replies: 3
- Views: 1225
[1.1.32] Lights render resolution option does absolutely nothing
I was curious how this graphics option updated on the fly, and tried to make the rendering resolution of lights increase. But no matter how much I switched between 0.25 and 1 at night I couldn't see any difference at all, even after restarting the game. So I started digging and found DrawEngine.cpp:...
- Thu Apr 08, 2021 3:28 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.30] NatPunchRequest not sent unless a multiplayer game has been hosted first
- Replies: 6
- Views: 4286
Re: [1.1.30] NatPunchRequest not sent unless a multiplayer game has been hosted first
And I think you don't understand how nat punching works. But the good news is that it actually functions in 0.16.51, so I've put together this demonstration video for you that shows the ping pong servers does relay nat punch requests contrary to what you're saying, and that this relaying is integral...
- Wed Apr 07, 2021 5:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.30] UnparsedNetworkMessage.cpp:91: Invalid packet (type NatPunchRequest) received
- Replies: 3
- Views: 1578
Re: [1.1.30] UnparsedNetworkMessage.cpp:91: Invalid packet (type NatPunchRequest) received
Lol what. This packet is from your ping pong server. This is exactly how NatPunchRequest are sent in 0.16.51, and in this version of Factorio nat punching works as you expect it to.
- Wed Apr 07, 2021 5:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.30] NatPunchRequest not sent unless a multiplayer game has been hosted first
- Replies: 6
- Views: 4286
Re: [1.1.30] NatPunchRequest not sent unless a multiplayer game has been hosted first
diagram.png This diagram shows for the packet labeled 1. how NatPunchRequest is sent by the client in 0.16.51. When sent in this manner nat punching works. In 1.1.30 NatPunchRequest is not sent unless you first host a game. If NatPunchRequest packets are not sent then nat punching will not work. Na...
- Wed Apr 07, 2021 4:23 pm
- Forum: Technical Help
- Topic: Headless server doesn't detect NAT with port randomization correctly
- Replies: 17
- Views: 5491
Re: Headless server doesn't detect NAT with port randomization correctly
I did some testing on how Factorio does NAT punching and this is my results. How it works in 0.16.51: 1. The client sends a NatPunchRequest to a pingpong server with the address of the Factorio server 2. The pingpong server sends a NatPunchRequest to the Factorio server with the address of the Facto...
- Wed Apr 07, 2021 12:32 pm
- Forum: Tools
- Topic: Wireshark dissector for Factorio
- Replies: 0
- Views: 1900
Wireshark dissector for Factorio
I've written a Wireshark dissector for Factorio. Pretty useful when looking at packet captures and you want get more information on what's going on. Keep in mind it doesn't decode everything and it errors out on certain inputs, so don't expect to be able see everything with this. You can get it on m...
- Tue Apr 06, 2021 10:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.30] UnparsedNetworkMessage.cpp:91: Invalid packet (type NatPunchRequest) received
- Replies: 3
- Views: 1578
[Rseding91] [1.1.30] UnparsedNetworkMessage.cpp:91: Invalid packet (type NatPunchRequest) received
If the workaround to get NatPunchRequests sent as described in [1.1.30] NatPunchRequest not sent unless a multiplayer game has been hosted first is followed then the server prints the following in the log if started with the --verbose option when the server is selected in the public server list in t...
- Tue Apr 06, 2021 9:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.30] NatPunchRequest not sent unless a multiplayer game has been hosted first
- Replies: 6
- Views: 4286
[Rseding91] [1.1.30] NatPunchRequest not sent unless a multiplayer game has been hosted first
While looking into NAT punching I noticed the following weird behavior: If you start the game and go directly to the public server list, click on servers and try to connect one no NatPunchRequest messages are sent by the client. If you start the game and choose "Host new game" that is publ...
- Tue Apr 06, 2021 9:28 pm
- Forum: Technical Help
- Topic: Headless server doesn't detect NAT with port randomization correctly
- Replies: 17
- Views: 5491
Re: Headless server doesn't detect NAT with port randomization correctly
There seems to be a bug in how NatPunchRequest packets are handled. If I browse the server list and try to connect to a public server I see no such packets being sent unless I host a public server on the client for a few seconds first.
- Tue Apr 06, 2021 7:52 pm
- Forum: Technical Help
- Topic: [1.1.30] (solved) Not seeing NAT punches
- Replies: 0
- Views: 485
[1.1.30] (solved) Not seeing NAT punches
I tried hosting a public game from inside the client on my desktop, which is behind NAT. And then I had some friends try connect to it via the public server list. While doing this I was performing a packet capture to see the NatPunchRequest messages sent to my computer. But I didn't see any when the...
- Sat Apr 03, 2021 8:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [1.1.30] Deadlock on loss of ConnectionAcceptOrDeny message
- Replies: 6
- Views: 4917
[Rseding] [1.1.30] Deadlock on loss of ConnectionAcceptOrDeny message
When the ConnectionAcceptOrDeny message from the server is dropped on the way to the client it's possible for the server to end up deadlocked waiting for the client to continue the joining process. See the annotated image of the packet capture I've attached. The server starts sending SynchronizerAct...
- Sat Apr 03, 2021 12:16 am
- Forum: Tools
- Topic: Factorio blueprints website
- Replies: 3
- Views: 4025
Re: Factorio blueprints website
Really cool, I'm impressed.