Beautiful
Beautiful
Yea I should, thanks for the reminder
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
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
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.
/c for k, force in pairs (game.forces) do force.clear_chart() end
See you all next week!
lol did anybody open the tips and tricks? Those are internal random player names we use in some of the tip simulations
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
Yes
Yes and install it on the school network
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.
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
Nice.
Nice.
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
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
Done.
Ok its fixed
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