Search found 351 matches
- 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".
- 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?
(you need only sell 15k more copies, and have them all log in at the same time )
(you need only sell 15k more copies, and have them all log in at the same time )
- 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...
- 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.
- 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
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
- 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.
- 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! )
- 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.
- 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.
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.
- 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...
- 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..
- 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
- 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
- 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...
- 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
- 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.
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.
- 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=...
- 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?
Are you forwarding both ports the LAN players use in your router?
- 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.
- 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.
- 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.
Same goes for placing them, pipes and walls, if your speed is too high, it starts skipping one every eight or so.