test release please ignore
test release please ignore
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
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
Can you make a bug report on our forum, and attach the savegame?
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
You will need to use a command, something like this should work:
/c game.player.character_running_speed_modifier = 0
Looks cool 😎
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
Hi u/FactorioTeam, any news about the dls release date?
u/FactorioTeam is a robot
Looks like it's automatically setting the player to invincible, and biters are programmed to run from things they can't kill.
Correct
You say horribly balanced... I say, not balanced at all
It appears 1.2 is getting pretty close...
WRONG
You might be thinking of this: https://www.reddit.com/r/factorio/comments/cx1ytm/the_factory_must_grow_or_how_factorio_saved_me/
Our cleaning lady gets yearly bonus.
Happy cakeday!
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
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
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
.
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