Search found 163 matches

by Hornwitser
Tue Mar 03, 2020 7:01 pm
Forum: Technical Help
Topic: Fragment 0000 failed too many times
Replies: 6
Views: 1167

Re: Fragment 0000 failed too many times

That message is just a cryptic way of saying no response was received from the server. In other words the UDP packet with the connection request that was sent to the server got no reply, either because it was lost on the way to the server or the reply from the server was lost on the way back. This c...
by Hornwitser
Mon Mar 02, 2020 12:32 pm
Forum: Modding discussion
Topic: Replace LUA code in a running game from command line?
Replies: 8
Views: 1166

Re: Replace LUA code in a running game from command line?

darkfrei wrote:
Mon Mar 02, 2020 8:15 am
Is it says, that I can get the scenario and console commands via serpent?
No you cannot.
by Hornwitser
Mon Mar 02, 2020 4:33 am
Forum: Won't fix.
Topic: [0.17.68] Server started from cmd has broken input stream (Windows)
Replies: 12
Views: 1849

Re: [0.17.68] Server started from cmd has broken input stream (Windows)

You can just launch the game without using a command prompt. Just "run" it directly from what ever program you're going to use to send input/output to the game. No. This doesn't work. The Windows Release build does not read from stdin when spawned from a process that owns a console. Here'...
by Hornwitser
Tue Feb 25, 2020 6:27 pm
Forum: Not a bug
Topic: [0.18.0] Server sometimes adds 'player joined the game' logs to RCON messages
Replies: 6
Views: 1124

Re: [0.18.0] Server sometimes adds 'player joined the game' logs to RCON messages

When the event happens the game sends the message of "player joined game" to your RCON connection. No, that is absolutely not what happens. Why are you so unspecific and vague? The server doesn't send anything to the RCON connection on its own, after the RCON connection is established the...
by Hornwitser
Tue Feb 25, 2020 4:52 pm
Forum: Not a bug
Topic: [0.18.0] Server sometimes adds 'player joined the game' logs to RCON messages
Replies: 6
Views: 1124

Re: [0.18.0] Server sometimes adds 'player joined the game' logs to RCON messages

The game sends join/leave messages to connected rcon clients. If you want to ignore them, then just ignore them. What do you mean with the game sends join/leave messages to connected RCON clients, exactly how is this done, what circumstance causes it to happen, and where is it documented? I tried r...
by Hornwitser
Tue Feb 25, 2020 3:18 pm
Forum: Modding discussion
Topic: Replace LUA code in a running game from command line?
Replies: 8
Views: 1166

Re: Replace LUA code in a running game from command line?

This is not possible without help from code already present in control.lua. Sure you can replace global functions via commands but this doesn't stick across a save/load cycle and that means players who join the multiplayer game after your replaced the function will not get the replaced function and ...
by Hornwitser
Fri Feb 21, 2020 3:54 pm
Forum: Technical Help
Topic: [0.18.3] Rcon faster speeds?
Replies: 12
Views: 1618

Re: [0.18.3] Rcon faster speeds?

You open a connection then send commands and get replies, anything more specific than that would be dependent on what RCON implementation you use. For sending data into Factorio stdin and RCON are both limited to streaming commands at the speed given by the segment_size limits in the server config, ...
by Hornwitser
Thu Feb 13, 2020 9:17 am
Forum: Ideas and Suggestions
Topic: Could we make non-blocking-saving=true a default on Linux please?
Replies: 10
Views: 1198

Re: Could we make non-blocking-saving=true a default on Linux please?

The Gridlock Cluster had it turned on and there were servers hanging left and right because of it, so the reliability of this feature just isn't good enough.
by Hornwitser
Wed Feb 12, 2020 11:00 pm
Forum: Technical Help
Topic: [0.18.3] Rcon faster speeds?
Replies: 12
Views: 1618

Re: [0.18.3] Rcon faster speeds?

There is nothing preventing you from running multiple commands on the same RCON connection at the same time, and there's nothing preventing you from having multiple simultaneous RCON connections running commands, both of these things let you run more than one command per tick. If you're running comm...
by Hornwitser
Thu Jan 30, 2020 1:50 pm
Forum: Pending
Topic: [0.18.1] Client gets stuck wating for server to save map
Replies: 2
Views: 370

Re: [0.18.1] Client gets stuck wating for server to save map

This was on my test server on a newly generated save game with no mods or scenarios. The issue seemed to occur when I had 24 clients all connect to the server at the same time while simulating some packet loss and delay. Unfortunately I was trying to recreate another issue at the time and didn't thi...
by Hornwitser
Thu Jan 30, 2020 11:50 am
Forum: Pending
Topic: [0.18.1] Client gets stuck wating for server to save map
Replies: 2
Views: 370

[0.18.1] Client gets stuck wating for server to save map

When connecting to a server with an unreliable connection and the server is under load from multiple clients trying to connect at once, it occasionally happens that the client will get stuck with the message "Waiting for the server to start saving: 0s" on the screen. In the attached log fi...
by Hornwitser
Thu Jan 30, 2020 10:47 am
Forum: Ideas and Suggestions
Topic: Expose game time elapsed in seconds in the multiplayer list API
Replies: 4
Views: 459

Re: Expose game time elapsed in seconds in the multiplayer list API

Optera wrote:
Sun Jan 26, 2020 4:40 pm
How do you get game time elapsed?
In the exact same way the game gets the time played that it shows in the multiplayer list; in the response from the multiplayer.factorio.com/get-games endpoint.
by Hornwitser
Sun Jan 26, 2020 7:57 am
Forum: Ideas and Suggestions
Topic: Expose game time elapsed in seconds in the multiplayer list API
Replies: 4
Views: 459

Re: Expose game time elapsed in seconds in the multiplayer list API

Optera wrote:
Sun Jan 26, 2020 7:53 am
You can get in game time very precise by grabbing game.tick at two points.
elapsed game seconds will be (tick2 - tick1) / 60
I'm well aware of that, but as you may or may not have noticed I'm monitoring the public server list, not my own servers. I cannot run lua code on these servers.
by Hornwitser
Sun Jan 26, 2020 6:40 am
Forum: Ideas and Suggestions
Topic: Expose game time elapsed in seconds in the multiplayer list API
Replies: 4
Views: 459

Expose game time elapsed in seconds in the multiplayer list API

I made a graph showing the player counts on the most popular servers on my stats dashboard . It would be cool if I could also get the UPS these servers are running at, this can easily be determined by calculating game time elapsed / real time elapsed * 60. But the game time elapsed that's exposed in...
by Hornwitser
Sat Jan 25, 2020 11:25 pm
Forum: Technical Help
Topic: [0.18.1] Invalid packet (type ConnectionRequestReply)
Replies: 9
Views: 1523

[0.18.1] Invalid packet (type ConnectionRequestReply)

The Big Community Games server broke and while trying to connect to it I noticed the following error in the client log: 211.926 Info UnparsedNetworkMessage.cpp:91: Invalid packet (type ConnectionRequestReply) received from IP ADDR:({116.202.35.156:34197}): invalid state (WaitingForAccept) for packet...
by Hornwitser
Thu Jan 16, 2020 8:48 am
Forum: Technical Help
Topic: [0.17.79]Can not be listed in the server list[centos7 headless](solved)
Replies: 2
Views: 441

Re: [0.17.79]Can not be listed in the server list[centos7 headless]

You need to configure the server for it to be listed, copy /opt/factorio/data/server-settings.example.json to /opt/factorio/server-settings.json and edit it. At minimum the username and password/token entries must changed.
by Hornwitser
Tue Jan 14, 2020 4:04 am
Forum: Minor issues
Topic: [0.17.79] game.table_to_json uses excessively many digits for numbers
Replies: 19
Views: 2615

Re: [0.17.79] game.table_to_json uses excessively many digits for numbers

It doesn't matter how many digits you use when the float to decimal conversion function you use is broken. How many times does this need to be said? The float to decimal conversion function you use does not round trip because it's missing the 80-bit extended precision floats it was designed to work ...
by Hornwitser
Mon Jan 13, 2020 10:57 pm
Forum: Minor issues
Topic: [0.17.79] game.table_to_json uses excessively many digits for numbers
Replies: 19
Views: 2615

Re: [0.17.79] game.table_to_json uses excessively many digits for numbers

That's the root issue of why it's currently using so many digits: because the conversion just doesn't work correctly when going binary -> string -> binary. I kept upping the number of digits until I gave up on it and just changed the mod-settings.json file to mod-settings.dat at which point the iss...
by Hornwitser
Sun Jan 05, 2020 5:58 am
Forum: Minor issues
Topic: [0.17.79] game.table_to_json uses excessively many digits for numbers
Replies: 19
Views: 2615

Re: [0.17.79] game.table_to_json uses excessively many digits for numbers

On an unrelated note the trio regression suite shows that the modifications you've made causes the following test case to fail string.format("%#11.5g", 10e5) It produces the output 1.00000e+05 (which has 6 significant digits) instead of the expected output of (space)1.0000e+05 (with has 5 ...

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