Search found 351 matches

by jeroon
Tue Nov 04, 2014 6:18 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.11] Unable to set filters on cargo wagon slots
Replies: 6
Views: 2897

Re: [0.10.11] Unable to set filters on cargo wagon slots

For reference, it's in the Options - Control window, second tab, "Clear filter".
by jeroon
Tue Nov 04, 2014 5:03 pm
Forum: Multiplayer
Topic: Max players?
Replies: 14
Views: 34631

Re: Max players?

But you're planning on supporting 65k players at the same time for 0.12.0 right? Right? :mrgreen:

(you need only sell 15k more copies, and have them all log in at the same time :D )
by jeroon
Tue Nov 04, 2014 4:05 pm
Forum: Multiplayer
Topic: Max players?
Replies: 14
Views: 34631

Re: Max players?

What i've seen so far: all computers need to be able to communicate with all other computers - on windows, 64bit and 32bit clients sometimes don't mix - 2 computers on one lan and one outside, where not all ports were forwarded - users not being in the same hamachi session I have been playing a 3 pe...
by jeroon
Tue Nov 04, 2014 2:40 pm
Forum: Mods
Topic: [0.11.x] Factorio Maps
Replies: 80
Views: 73342

Re: [0.11.x] Factorio Maps

good point :) fixed it.
by jeroon
Tue Nov 04, 2014 10:59 am
Forum: Mods
Topic: [0.11.x] Factorio Maps
Replies: 80
Views: 73342

Re: [0.10.x] Factorio Maps

Updated for 0.11.1

Changelog:
4 nov 2014: v0.4.0
- updated for 0.11.x Single Player (still works in 0.10.12)
- added entity (Alt) info option
- added option for tile size
- changed layout to one click
- added help text
by jeroon
Tue Nov 04, 2014 8:16 am
Forum: Resolved Problems and Bugs
Topic: [0.11.3] Blueprint API problems
Replies: 15
Views: 3449

Re: [0.11.1] Blueprint API not allowing rail signals on turn

I believe it's not just the end of curved sections, it will fail on all signals placed next to diagonal rails.
by jeroon
Mon Nov 03, 2014 10:47 pm
Forum: Resolved Problems and Bugs
Topic: Character name (?) problem with 3 players
Replies: 7
Views: 2823

Re: Character name (?) problem with 3 players

yeah, we (and i've seen others as well) have been playing for 8 hours without problems with 3 people, but right after i left someone else joined and desyncs happened, so maybe it's just some people with something wrong somewhere (happy debugging devs! ;) )
by jeroon
Mon Nov 03, 2014 9:20 pm
Forum: Resolved Problems and Bugs
Topic: "Binding socket failed: Error code 10048"
Replies: 8
Views: 5384

Re: "Binding socket failed: Error code 10048"

You need to log in the second client via the public ip as well, not the local 192.168.0.10 , because the server will send drs the ip of the 3rd machine: 192.168.0.10 , and he can't connect to that.
by jeroon
Mon Nov 03, 2014 8:37 pm
Forum: Resolved Problems and Bugs
Topic: "Binding socket failed: Error code 10048"
Replies: 8
Views: 5384

Re: "Binding socket failed: Error code 10048"

you can change the port the game uses in Config\config.ini , port=34197 (near the bottom)
I'm running 2 clients on one computer for mod testing, and _aD joined me over the internet without any problems for a 3 player game. I forward 2 ports to my computer (34197 and 34198), one for each client.
by jeroon
Mon Nov 03, 2014 3:35 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.1] Multiplayer mod GUIs broken
Replies: 9
Views: 4367

Re: [0.11.1] Multiplayer mod GUI weirdness

https://www.dropbox.com/s/6fdsgp77hdq5kja/control.zip?dl=0 It's a bit messy, but basically what it does is: In the game.oninit, game.onload and in a function that checks if someone joined/left (simple if #game.players ~= oldnumberofplayers) are flags that delete any current GUI, activate a timer, a...
by jeroon
Mon Nov 03, 2014 10:20 am
Forum: Resolved Problems and Bugs
Topic: [0.11.1] Multiplayer mod GUIs broken
Replies: 9
Views: 4367

Re: [0.11.1] Multiplayer mod GUI weirdness

I've tried working around it by having all GUI actions stop the moment someone joins the game, but so far no luck..
by jeroon
Sun Nov 02, 2014 9:57 pm
Forum: Not a bug
Topic: [0.11.x] Cars not destroying what they hit.
Replies: 5
Views: 1843

Re: [0.11.x] Cars not destroying what they hit.

It's working as intended. From the changelogs:

- New physics for cars. Car now does very little damage when colliding

Use a tank if you want to destroy trees. Use a train if you want to kill yourself ;)
by jeroon
Sun Nov 02, 2014 9:39 pm
Forum: Modding help
Topic: get local player in mp
Replies: 6
Views: 2332

Re: get local player in mp

I think it's just the few ticks when a player is joining that corrupt the GUI, I'm trying to stop all GUI updates for a second when someone new joins, just not sure how to do that :) To get the current player in drawing the GUI, I do a loop through all players, and inside that another loop, and if p...
by jeroon
Sun Nov 02, 2014 9:29 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.1] Some multiplayer feedback
Replies: 6
Views: 2593

Re: [0.11.1] Some multiplayer feedback

No. 4: yes please! Testing mods with two clients open and reconnecting 30 times an hour, copy pasting the ip gets old fast :D
by jeroon
Sun Nov 02, 2014 1:37 pm
Forum: Resolved Problems and Bugs
Topic: Character name (?) problem with 3 players
Replies: 7
Views: 2823

Re: Character name (?) problem with 3 players

Do you get the same error message in German though?

What I meant by forwarding, do you forward a different port to both the LAN players, can't use the same port for 2 clients.
by jeroon
Sun Nov 02, 2014 1:14 pm
Forum: Multiplayer
Topic: Chat Room(s) on Factorio Forums
Replies: 3
Views: 7939

Re: Chat Room(s) on Factorio Forums

What _aD means: The official IRC channel for Factorio is #factorio on irc.esper.net You can use an irc program like mIRC, or use the webchat here , just choose a nickname and you can speak to all the nice people living there. More info is in https://forums.factorio.com/forum/viewtopic.php?f=5&t=...
by jeroon
Sat Nov 01, 2014 2:22 pm
Forum: Resolved Problems and Bugs
Topic: Character name (?) problem with 3 players
Replies: 7
Views: 2823

Re: Character name (?) problem with 3 players

I've just seen someone else having the __1__ problem, it was language related (german), changing to english client fixed the error, but not the disconnects.

Are you forwarding both ports the LAN players use in your router?
by jeroon
Sat Nov 01, 2014 2:17 pm
Forum: Modding help
Topic: lua: how do I remove player and disable evolution
Replies: 2
Views: 2601

Re: lua: how do I remove player and disable evolution

Try this start post first https://forums.factorio.com/forum/vie ... =25&t=4858, it will give you links where you can find most of the stuff you are looking for.
by jeroon
Sat Nov 01, 2014 1:28 pm
Forum: Duplicates
Topic: help can't play
Replies: 3
Views: 3182

Re: help can't play

are you using any mods? Try disabling them, they won't work until they are updated.
by jeroon
Sat Nov 01, 2014 1:08 pm
Forum: Not a bug
Topic: [0.11.1] Move+Disassemble
Replies: 7
Views: 3549

Re: [0.11.1] Move+Disassemble

For me it still works in single player, but not with too many exoskelletons used. In Multiplayer it does skip one or two every time, even on LAN.

Same goes for placing them, pipes and walls, if your speed is too high, it starts skipping one every eight or so.

Go to advanced search