Search found 1428 matches
- Tue Jul 21, 2015 9:21 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0] Crash in 3rd mission in New Hope campaign
- Replies: 1
- Views: 1148
Re: [0.12.0] Crash in 3rd mission in New Hope campaign
This has been fixed in 0.12.1.
- Mon Jul 20, 2015 8:58 pm
- Forum: Technical Help
- Topic: game crash after update 0.12
- Replies: 6
- Views: 4409
Re: game crash after update 0.12
Did this by any chance happen when trying to play the second or third tutorial mission?
- Mon Jul 20, 2015 1:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0][Oxyd] game.player.surface.set_multi_command crashes
- Replies: 1
- Views: 2658
Re: [0.12.0][Oxyd] game.player.surface.set_multi_command crashes
Fixed in 0.12.1. Thanks.
- Mon Jul 20, 2015 11:04 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0] Turret change imballance.
- Replies: 2
- Views: 2610
Re: [0.12.0] Turret change imballance.
Oh, dangit, did I really forget to change the gun turret's health? I'll fix it.
Turret rebalancing and combat in general is a larger topic that we want to properly focus on in the future versions. For now, the turrets should be pretty much the same as they were in 0.11, except bigger.
Turret rebalancing and combat in general is a larger topic that we want to properly focus on in the future versions. For now, the turrets should be pretty much the same as they were in 0.11, except bigger.
- Sun Jul 19, 2015 11:51 pm
- Forum: General discussion
- Topic: The explosive shell
- Replies: 4
- Views: 5674
Re: The explosive shell
Dog's specifically, eh?
- Sun Jul 19, 2015 8:03 pm
- Forum: Multiplayer / Dedicated Server
- Topic: Dedicated Server Guide on Windows
- Replies: 42
- Views: 213716
Re: Dedicated Server Guide on Windows
You can use the --autosave-interval and --latency parameters on the command line. E.g. factorio.exe --start-server map --autosave-interval 10 --latency 12 This will set autosave interval to 10 minutes and latency to 200 ms. The --latency parameter is in ticks, so that's how you go from 12 to 200 ms....
- Sun Jul 19, 2015 11:29 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12][cube] Headless server not working with more than one
- Replies: 40
- Views: 27070
Re: [0.12] Headless server not working with more than one player
You can try editing config.ini on the computer you're trying to play on (not the server). Change the port value to something other than the default – for instance, set port=34198. You might have to set up port forwarding to forward 34198 to your computer. And yes, this seems to be yet another limita...
- Sun Jul 19, 2015 11:23 am
- Forum: Releases
- Topic: Version 0.12.0
- Replies: 165
- Views: 146417
Re: Version 0.12.0
Unless you have some mod that add biters to another force, kill_all_units should have removed all biters, no exceptions. I'll look into that.
- Sun Jul 19, 2015 12:07 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12][cube] Headless server not working with more than one
- Replies: 40
- Views: 27070
Re: [0.12] Headless server not working with more than one player
Actually, sorry about that, I was confused there for a while. To clear this up: Your server is up and running, there are people connected to it and they can play just fine. But you can't join the game because you can't connect to some other players. Is that right? This means that when the progress b...
- Sun Jul 19, 2015 12:03 am
- Forum: Releases
- Topic: Version 0.12.0
- Replies: 165
- Views: 146417
Re: Version 0.12.0
There is no true alliance currently. All you can do is set cease-fire: game.forces['force 1'].set_cease_fire('force 2', true) – after this, turrets and mines of force 1 won't engage players from force 2. But the forces are still enemies, they each have their own research, they can't access each othe...
- Sat Jul 18, 2015 11:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12][cube] Headless server not working with more than one
- Replies: 40
- Views: 27070
Re: [0.12] Headless server not working with more than one player
The way you check whether a port is open is by requesting something to be sent to that port and then you wait and see if it actually arrives. Which essentially is what Factorio does. Or should do, anyway. These peers should drop out and be removed from the game when the progress bar reaches the end....
- Sat Jul 18, 2015 11:29 pm
- Forum: Releases
- Topic: Version 0.12.0
- Replies: 165
- Views: 146417
Re: Version 0.12.0
Code: Select all
game.create_force('force 1')
game.create_force('force 2')
game.get_player('friend 1').force = game.forces['force 1']
game.get_player('friend 2').force = game.forces['force 2']
- Sat Jul 18, 2015 11:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12][cube] Headless server not working with more than one
- Replies: 40
- Views: 27070
Re: [0.12] Headless server not working with more than one player
Yup, that's exactly how it works. (Also UDP – Factorio uses UDP for all of its multiplayer.)
Star topology might come in a future update.
Star topology might come in a future update.
- Sat Jul 18, 2015 10:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12][cube] Headless server not working with more than one
- Replies: 40
- Views: 27070
Re: [0.12] Headless server not working with more than one player
Error MultiplayerManager.cpp:107: MultiplayerManager failed: "Failed to establish connection with peer 79.x.x.x:34197." This is not the server ip and I've no idea why it would connect to a random peer on that port. It seems it wants to connect to all other peers on that port, but I assume...
- Sat Jul 18, 2015 10:10 am
- Forum: Releases
- Topic: Version 0.12.0
- Replies: 165
- Views: 146417
Re: Version 0.12.0
You have a superfluous --mp-load-game there.DopeEx wrote:D:\Factorio\bin\x64\Factorio.exe --start-server --mp-load-game MP.zip
The correct command line is factorio.exe --start-server MP.zip
- Sat Jul 18, 2015 10:09 am
- Forum: Releases
- Topic: Version 0.12.0
- Replies: 165
- Views: 146417
Re: Version 0.12.0
From OP Replaced LuaGameScript::kill_all_enemies() by LuaForce::kill_all_units(). I still cant get this to work, tried /c game.kill_all_units() /c force.kill_all_units() and a couple of hundred other variations on this..... I have no knowledge of LUA whatsoever, so maybe im missing something really...
- Sat Jul 18, 2015 10:06 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] 0.12 world deleted
- Replies: 9
- Views: 3646
Re: 0.12 world deleted
Aha. On Windows, when a process reads file, it locks it so other processes can't write it. This might be it. I still wonder how it could've been deleted when it was locked.
I agree it shouldn't be deleted.
I agree it shouldn't be deleted.
- Sat Jul 18, 2015 2:09 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12] Random crash in singleplayer
- Replies: 2
- Views: 1133
Re: [0.12] Random crash in singleplayer
Can you share the map you tried to load? The lotsaoil.zip one.
- Sat Jul 18, 2015 1:53 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] 0.12 world deleted
- Replies: 9
- Views: 3646
Re: 0.12 world deleted
Also do you have any anti-virus software installed on your computer? Do you know if it was doing something when this happened? Such as scanning your PC.
- Sat Jul 18, 2015 1:39 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0][Oxyd] Consistant crash
- Replies: 6
- Views: 3659
Re: [0.12.0] Consistant crash
That is quite possible, yes. It would be nice if you could give us a way to reproduce it so we can fix it. We made some changes to the structure of the AI and pathfinding code specifically because of your enemies mod, but we did them quite late – just two weeks ago, actually – so it's not as polishe...