Search found 278 matches
- Fri Aug 21, 2015 7:35 am
- Forum: Mods
- Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
- Replies: 177
- Views: 160638
Re: [MOD 0.12.x] Evolution Factor Indicator
Hey, all, I've got a bug fix release up -- the new version is v0.3.2. I finally tracked down a bug I'd only seen sporadically with the player list, which was causing some ugly console spam. Once it actually _happened_, it was a fairly easy fix. Is it possible to add an option for showing Pollution E...
- Thu Aug 20, 2015 9:33 am
- Forum: Won't fix.
- Topic: [0.12.4][posila] Desync-prone map on headless server
- Replies: 6
- Views: 13322
Re: [0.12.4 Modded] Desync-prone map when used with headless server
I wasn't too attached to the world, and 5dim's isn't that excellent, so I settled for dropping the world. Nonetheless, it was relatively easy to work around by the process I already mentioned: load the world into a single-player game, then resave it and upload it to the server.
- Thu Aug 20, 2015 4:40 am
- Forum: Won't fix.
- Topic: [0.12.4][posila] Desync-prone map on headless server
- Replies: 6
- Views: 13322
[0.12.4][posila] Desync-prone map on headless server
The save: [link removed] The mods: [link removed] It seems to go into an eternal desync loop whenever: The save is loaded into a headless server Only one player connects I've apparently managed to rescue it by loading it into single-player and resaving it, then pushing that back up for the server t...
- Tue Aug 18, 2015 5:53 pm
- Forum: 5dim's mod
- Topic: Bugs and problems
- Replies: 279
- Views: 148113
Re: Bugs and problems
Most of your chests don't fit next to each other because they take up full block spaces. Here's the fixed version (left 0.15 around each edge of them): -- chest-2.lua --Entity { type = "container", name = "5d-iron-chest-mk2", -- [...] collision_box = {{-0.85, -0.35}, {0.85, 0.35}...
- Tue Aug 18, 2015 2:56 pm
- Forum: This Forum
- Topic: Where is ssilk?
- Replies: 15
- Views: 18424
Re: Where is ssilk?
Hey, ssilk, that sounds like it must've been a very scary time. I'm glad it sounds like everything's going to be okay.
Best wishes, and a speedy recovery to you.
Best wishes, and a speedy recovery to you.
- Mon Aug 17, 2015 7:34 am
- Forum: Mods
- Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
- Replies: 177
- Views: 160638
Re: [MOD 0.12.x] Evolution Factor Indicator
no, I used a much smaller arrows (mainly because I was too lazy to make decent ones ;) ), but I used just the < > v ^ characters right next to the players' name. Oh, I follow now! That sounds nice and easy to do. I'm also still kind of liking the idea of locator arrows. I may have to look into that...
- Mon Aug 17, 2015 7:03 am
- Forum: Mods
- Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
- Replies: 177
- Views: 160638
Re: [MOD 0.12.x] Evolution Factor Indicator
The player list, telling you about everyone who's around (and where they are), and; When MP first came out, I made a small mod that did just this, and I had arrows pointing to the other players positions. Might be nice to include this in your (very usefull) mod as well? Arrows like the ones used to...
- Sun Aug 16, 2015 11:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.4] Reproducible crash on launching rocket in multiplayer with mods
- Replies: 1
- Views: 2276
[0.12.4] Reproducible crash on launching rocket in multiplayer with mods
I'm not entirely sure what happened from the log, so here's all the interesting data: log: http://dev.narc.ro/factorio/crashy-launch.log save: http://dev.narc.ro/factorio/crashy-launch.zip mods: http://dev.narc.ro/factorio/crashy-launch-mods.tar.gz To reproduce: Load the world into a headless server...
- Sat Aug 15, 2015 9:29 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
- Replies: 177
- Views: 160638
Re: [MOD 0.12.x] Evolution Factor Indicator
http://i.imgur.com/mzh0wKk.png Version 0.3.1 is here with a couple of new sensors: http://i.imgur.com/XqEMj8C.png The player list, telling you about everyone who's around (and where they are), and; http://i.imgur.com/cQ5JnvK.png The personal pollution sensor, giving you a numeric reading of the amo...
- Thu Aug 13, 2015 3:58 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Circuit GUI 0.1.0
- Replies: 19
- Views: 29734
Re: Circuit GUI 0.1.0
Oh. Having just installed this, I realize I completely misunderstood the purpose of this mod. It can't show me how much X I have connected to the circuit network, it can only tell me whether a circuit condition (e.g., X > 0) is true or not.
I feel well and truly silly now, sorry.
I feel well and truly silly now, sorry.
- Tue Aug 11, 2015 11:25 am
- Forum: Mods
- Topic: [MOD 0.12.x] Circuit GUI 0.1.0
- Replies: 19
- Views: 29734
Re: Circuit GUI 0.1.0
I'm interested to see what everyone is using this for. I don't have it yet, but I'm considering pairing it with Logistic Combinators and getting a real-time display of resources in my base. Also, I may possibly steal some of the code here for EvoGUI integration, if I can figure out how to make that...
- Tue Aug 11, 2015 11:19 am
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 132049
Re: [0.12] Bugs, crashes & other issues
Yes, i know i should go through the code and add new checks, i'm just too lazy :D You could take the really lazy route and wrap the few entry points in pcall() like I have in my control.lua . The game never crashes that way, but during development it will pretty happily spam you with errors for on_...
- Mon Aug 10, 2015 8:04 am
- Forum: Multiplayer / Dedicated Server
- Topic: [linux] Dedicated server init script
- Replies: 115
- Views: 117762
Re: [linux] Dedicated server init script
This is very nice indeed. If my server uptime weren't measured in the hundreds of days (and if I weren't the only one playing on it), I'd want this nice init script to help me make sure everything was running right.
Excellent stuff, good sir, keep up the excellent work.
Excellent stuff, good sir, keep up the excellent work.
- Sun Aug 09, 2015 5:04 pm
- Forum: Multiplayer / Dedicated Server
- Topic: Factorio Update Helper (an aid for headless server owners)
- Replies: 36
- Views: 42389
Re: Factorio Update Helper (an aid for headless server owners)
nice one, I've just edited my update from yesterday ;) https://forums.factorio.com/forum/viewtopic.php?f=133&t=13874&p=99097#p99097 Heh. Yeah, getting Factorio to apply the update is almost certainly better than blindly extracting -- I believe the update packages include instructions for de...
- Sat Aug 08, 2015 11:30 am
- Forum: Technical Help
- Topic: [Resolved] Auto-update on headless server
- Replies: 9
- Views: 21248
Re: Auto-update on headless server
wget -O update.zip --no-check-certificate $(curl "https://www.factorio.com/updater/get-download-link?username=${username}&token=${token}&package=core-linux64&from=0.12.2&to=0.12.3&isTarget=true&apiVersion=2" | sed -n 's/\["\(.*\)"\]/\1/p') wget and curl? ...
- Sat Aug 08, 2015 11:26 am
- Forum: Multiplayer / Dedicated Server
- Topic: Factorio Update Helper (an aid for headless server owners)
- Replies: 36
- Views: 42389
Factorio Update Helper (an aid for headless server owners)
I didn't want to (yet again) download the full Factorio Linux64 package and throw it up to my server, so I wrote a script to fetch the updates for me. Figuring that others might also like it, I've put it up on Github . The README should be reasonably comprehensive (though feel free to let me know if...
- Sat Aug 08, 2015 10:53 am
- Forum: Technical Help
- Topic: [Resolved] Auto-update on headless server
- Replies: 9
- Views: 21248
Re: Auto-update on headless server
I think maybe yes? I haven't had a chance to try it yet, though. If you look in the headless server's root folder (e.g., /home/narc/srv/factorio), there is a file named "player-data.json", which is also present in your client. Among the bits in there, there are the keys "updater-usern...
- Tue Aug 04, 2015 6:30 pm
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 132049
Re: [0.12] Bugs, crashes & other issues
BOM is byte order mark .[...] Correct. A notable fact is that this never matters for UTF-8 -- the order of bytes is always the same. For UTF-16, it's very important to specify as early as possible whether the first byte in a pair would be the most-significant or least-significant byte. For those fi...
- Mon Aug 03, 2015 6:30 pm
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 273920
Re: [0.12.x] The Fat Controller. Remote train management
I've used it with multiple people and it's perfectly okay.cpy wrote:I don't see info in first post so i assume this works in 0.12 MP?
- Sat Aug 01, 2015 7:09 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
- Replies: 177
- Views: 160638
Re: [MOD 0.12.x] Evolution Factor Indicator
Awright, folks, v0.3.0 is here with a settings GUI and a somewhat prettier (and smaller) look. http://i.imgur.com/JuHbebY.png Turns out that animations and the rotating display both run into the same problem: you can't measure a GUI element (at all!). This makes it understandably hard to do somethin...