Klonan

Klonan



20 Aug


19 Aug

Comment

test release please ignore


30 Jul

Comment

Originally posted by sbarbary

https://forums.factorio.com/viewtopic.php?f=7&t=103019&p=571417#p571417

I have done as you ask pls can somebody download the save and then post something so I know and can get rid of it from dropbox.

Thanks, I have reuploaded it to our google drive, so you can remove it from your dropbox


28 Jul

Comment

Originally posted by sbarbary

I said I was going to in the original post but I don't need to it's already been reported

https://forums.factorio.com/viewtopic.php?p=437898#p437898

Assuming it's the same bug.

Posting the save is still useful for us, so we know how common the occurrence is, and we can haves up to date saves to testing

Comment

Can you make a bug report on our forum, and attach the savegame?


30 Jun

Comment

Originally posted by thaepickang23000000

There's a vanilla entity called "hidden electric energy interface" or something like that, it has the texture of a solar panel (or invisible?) but functions like an electric energy interface. You can see it in the "unsorted" entities section of the editor. Surprised nobody has mentioned this

Heh you know our secrets


29 Jun


27 Jun

Comment

You will need to use a command, something like this should work: /c game.player.character_running_speed_modifier = 0


24 Jun


10 Jun

Comment

Originally posted by DanielKotes

This is the reason why there are 3 quicksave slots of various age. Honestly - I play with a few mods that sometimes tend to break quicksaving (basically if the quicksave happens in map-editor mode with time paused after placing a specific building and rotating it a certain way it will corrupt the quicksave - this naturally happens often enough that I learned to place that specific building and then step forward one tick to prevent this...) and the 'thank god' moment when I realize that even though the quicksave slot is corrupted I still have one 5 min earlier that isnt is such a blessing.

placing a specific building and rotating it a certain way it will corrupt the quicksave

This definitely shouldn't happen, even with mods. Can you make a bug report on our forum: https://forums.factorio.com/viewforum.php?f=7


06 May

Comment

Originally posted by Sumned

Hi u/FactorioTeam, any news about the dls release date?

u/FactorioTeam is a robot


15 Apr

Comment

Originally posted by Algorithmologist

Looks like it's automatically setting the player to invincible, and biters are programmed to run from things they can't kill.

Correct


14 Mar

Comment

You say horribly balanced... I say, not balanced at all


28 Feb

Comment

Originally posted by Rufus_the_demon_Core

It appears 1.2 is getting pretty close...

WRONG


14 Feb


05 Feb

Comment

Originally posted by kovarex

Our cleaning lady gets yearly bonus.

Happy cakeday!


27 Jan

Comment

Originally posted by nidhoeggr777

A German game-news-site wrote yesterday that factorio is indeed NOT RUNNING on the steam deck. At least as of now.

German sauce: Https://www.pcgameshardware.de/Steam-Deck-Hardware-277668/News/Nicht-kompatibel-mit-allen-Spielen-1387674/

It does run on the SteamDeck, we've had our hands on a unit for a while.

The only problem is the control scheme, naturally controller isn't best for a game built around Keyboard and Mouse, but we have some plans to try and get it working better.

EDIT: Here is a picture I took of it running our ~200spm 1.1 playtest, and its gets just under 60ups: https://i.imgur.com/SuuGJ88.jpeg


02 Jan

Comment

Originally posted by orkeilius

Yes but it look like that it only contains prototype, graphics, campaign,...

But not the code of the modules 🤔 I wonder if you the part who can be in a mods is open source

The code of the base entities isn't script, its hardcoded compiled C++, so it cannot be seen or amended


14 Dec

Comment

Lua is global by default, Somewhere you are doing type = item.name or something, And that is overriding the global type() method.

You need to declare the variables as local type = item.name.


13 Dec

Comment

Console command:

/c for k, v in pairs (game.player.surface.find_entities_filtered{type = "corpse", position = game.player.position, radius = 50}) do v.destroy() end