Klonan

Klonan



19 Feb


13 Feb

Comment

Yea I should, thanks for the reminder

Comment

This should set all teams to team 1:

/c for k, team in pairs (global.pvp.config.teams) do team.team = 1 end for k, team in pairs (global.pvp.config.teams) do set_diplomacy(team) end

11 Feb

Comment

Originally posted by triffid_hunter

Guess we'll need to wait for the devs to tell us how Factorio invokes a web browser on Linux then - it should use xdg, but I guess it doesn't - unless your xdg-settings get default-url-scheme-handler says firefox rather than being empty?

Linux does this:

#ifdef LINUX
    runProcessDontWait("/usr/bin/xdg-open", {"xdg-open", location});
#endif

10 Feb


08 Feb

Comment

Originally posted by ByrgenwerthScholar

I’m not sure that guide is current anymore.

There should be a “Render in native resolution” option under “Graphics” settings that should do what I think you’re trying to do.

This is correct, we changed this with the 0.17 graphics backend rewrite.

Comment

/c for k, force in pairs (game.forces) do force.clear_chart() end


29 Jan

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See you all next week!


28 Jan

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lol did anybody open the tips and tricks? Those are internal random player names we use in some of the tip simulations


27 Jan

Post
    Klonan on Steam Forums - Thread - Direct
Your game will/should auto-update to 1.1.19 if you are not opted-in to any betas.
The changelog with all the changes from 1.0.0 will show when you first load the new update.

If you want to go back to the 1.0.0 you can do so in the betas menu.

Its been 2 months since the 1.1.0 release, so most mods should have been updated. Please check the in-game mod updater.

More news to come on Friday.

26 Jan

Comment

Originally posted by Magiwarriorx

Related question: are 1.0 worlds 1.1 compatible? I'm just now finally getting into the meat of the upper tiers of the game and I would have to either restart or miss the update.

Yes


24 Jan

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Yes and install it on the school network


23 Jan

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Originally posted by madcow_bg

The scripting in Factorio, about 25% of the source code, has been written in Lua.

Most of the Lua is data definitions, which is parsed and fed in to the game engine at startup. The running code is C++, only mod and scenario scripts are Lua, which is far far far less than 25% of the source code.

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Originally posted by Skorpychan

But you only just updated yesterday. Did that break something, or is this just stuff that missed the deadline?

Some new bugs were reported, so we fixed them

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Originally posted by Troekul

Nice.

Nice.


22 Jan

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Originally posted by TheEnemy42

It's a UK English vs. US English issue. UK English uses 's' while US uses 'z'.

Hence they use 'optimise'.

I believe UK English is taught in most schools in Europe and as such is the de facto default way of spelling in Europe.

We use 'Optimize' with a ZED

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Originally posted by dmf81

No, many of the parts require assembler 2. Assembler 1 is limited to 2 inputs.

Assembler 1 is limited to 2 inputs.

Not since 0.17.0


16 Jan

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Originally posted by bcd_is_me

Done.

Ok its fixed

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Originally posted by bcd_is_me

The changelog for 1.1.9 said

Tooltip for empty ammo, gun and module slots that show all possible items that can be inserted into it.

I can't get this to work for building module slots with the full Py mod suite. I only get a tiny blurry rectangle for tooltip with nothing useful in it. Does it work in vanilla? Does anyone have it working with Py?

please make a bug report and attach a save game