Klonan

Klonan



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


07 Dec

Comment

Originally posted by swni

LuaObjects are now saved using binary format instead of previous format with intermediate Lua table. This speeds up general handling of LuaObjects and makes saving and loading with a lot of them noticable faster.

Hallelujah, I complained about quadratic saving time a few years ago that was impacting a mod I wrote and I am excited to see this addressed. Does this mean the serpent library is no longer used for saving?

We haven't used serpent for quite a while, info here: https://factorio.com/blog/post/fff-349#lua-serialisation


24 Nov

Comment

Originally posted by Josh9251

They removed 2 letters...

And we still get paid 😎


23 Nov

Comment

Originally posted by egerlach

My understanding is that he's not working on the expansion, but on technical documentation for the main engine.

You're thinking of Therenas, not Earendel


01 Nov

Comment

This is a problem with Windows, there is information on our forum of how to solve it: https://forums.factorio.com/viewtopic.php?p=550992#p550992


26 Oct

Comment

Originally posted by modernkennnern

These Multiplayer-related changes tho :o

Time to up packet rate to 1000. Gotta have the most up-to-date tick 🤔

You're the one they warned us about


22 Sep

Comment

Originally posted by -SammyP6-

so in theory a bad friend could get mad at me and ban me for no reason on their server and then i cant play on any multiplayer server?

There is a threshold of ban activity that needs to be met, 1 ban certainly isn't enough

Comment

Originally posted by Ludwig234

Alright, so it is a little bit like VAC in that case.

Do the server owners set a limit on how many reports are allowed on one account to join the server. I am assuming your servers keep a count of all reports on a specific user and send it to the game servers. Or do your servers do all that and just classify a user as banned if the reports exceed a limit.

This is great news by the way.

For now its just a true/false banned or not. In the future we may add some customization, like number of bans, or something. First we'll see how effective it is with the most rudimentry system.

Comment

Originally posted by Ludwig234

How does it determine who to ban, IP addresses or usernames? If I remember correctly in DRM free version of factorio (the zip verison) you don't have to login or anything so how does it work in that case?

The bans are based on the Factorio account of the user.

The Auth bans are only in effect if the server has user verification enabled. So if you join a server that doesn't verify user names, it cannot check ban status (as by definition, unauthenticated servers don't contact our servers for anything).

Comment

If anybody has any questions about the Factorio Auth server bans, please leave a comment here or on the Forum.


09 Sep

Comment

Close the game, and open the config.ini, Then you can edit the active-gui-environment-volume-modifier=0.400000.

Changing it to 1 should be what you're after


28 Aug

Comment

Originally posted by boikar

Except the one that enables them.

which one is that? do you have a link to it?


25 Aug


24 Aug

Comment

Originally posted by amax3002

Kombat Drones looks cool! Does it have a scouting button so the units go off on their own?

Yes, the scouting is part of the unit control mod, so its common to any mods which use that, such as Kombat drones, Total automization, Robot army, etc.

Comment

I was not super pleased with my result from Total Automization, but it was the foundation for a lot of greater things down the line.

I just released what I think is a better mod, Kombat Drones, which has similar mechanisms as Total Automization

Comment

didn't even get a notification or anything

Are you sure?

We have this very explicit overwrite warning


18 Aug

Comment

Originally posted by freebit

Boken mods so far: Even Distribution (crash), Helmod (missing open button), Flare Stack (resets all burn rates).

Nothing we have changed should be causing mod problems (no changed or removed mod APIs).