with a command:
/c game.reset_time_played()
https://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.reset_time_played
with a command:
/c game.reset_time_played()
https://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.reset_time_played
Peaceful mode sets the biters to only be 'distracted' when they are damaged. If you attack one guy, he will retaliate and call nearby friends to help him.
If you run away, or kill them without aggroing any more biters, then when you return, they will be peaceful again.
As shown above, this just started. I was running games on this server for a while, just switched maps, and now this starts with any map I try. The server factorio version is updated to the most recent. I even save the game on the server computer then try to launch, same thing. Any suggestions on why it thinks the maps are from a future version of the game?
EDIT: The server computer, when I run factorio normally (not headless) is build 0.18.21 (Build 51104, win64, steam)
EDIT 2: Other things I have tried, verifying game files, full uninstall / reinstall, trying versions 18.20, 18.19. Still shows the game loading as version 18.18, and the wrong build, but if I play factorio it shows the correct build.
The log says its loading 0.18.18, not 0.18.21
From my knowledge all of Klonan's (or any other dev's) mods are ideas he/someone else had for the game, but were rejected because the rest of the team thought it wouldn't quite fit or wouldn't make the game more fun for everyone.
That's why he turned them into optional mods.
Not really so much, I make mods because they are my own and not subject to the rules or guidelines of the main game.
Sometimes I make an experiment to see if something is possible in the engine, and if it is and I find it interesting, I will develop that idea into a mod.
Like with transport drones, since my first experiments with total automization and construction drones, I realised that just lettings units go from A to B is easy to do, but has a bunch of problem with the gameplay. For instance little compi bots getting in the way when trying to build.
So I wanted some way to prevent them going just anywhere, which is where the idea of the road network came from. And then there were the fun programming challenges, such as determining when networks should merge or split. I put off starting the mod for a long time because I thought this logic would be a real pain and cause me a lot of pain. It turned out it wasn't so hard (but then like 1 month later someone made a network with 200,...
Read moreThe images in the blog post don't load for me
Where are you located?
EDIT: Seems like biters got into our Japanese CDN, so we're going to nuke it.
I haven't heard of anybody else having a similar issue, so I would likely guess its something with your local network configuration
Nothing in Factorio has changed related to the RGB integration.
I would recommend trying to update the GHUB software, and doing a full system restart.
Also anecdote, but I had a lot of hassle with GHUB in the past, I would guess it is something in their software that has become corrupted.
Your client is running at 60UPS, but the server isn't.
A 2.6 GHz Xeon with 1600Mhz memory is not very well suited to running Factorio, you would be better with a lower core count processor with higher clocks (like your home PC).
I really think everybody has heard all about this and nothing else over the last few weeks, but yes, the Coronavirus.
For now, with Factorio, everything seems okay. We are all working from home, the team is still going, and so far we are following our plan quite well. We released the Character GUI and Statistics GUI last week, and some improvements such as new water splashes and leaf animations this week. Things are still moving along.
However it is still early days, we haven't really had any experience having the whole team work remotely, so there may be some challenges we need to tackle as time goes on. At the moment we don't know whether this will affect our 1.0 release date, I guess it will one way or the other, but for now we aren't announcing any changes.
Apart from the development side still running, our e-shop is also remaining operational, and we have just restocked on all variants of our t-shirts. While we can't g...
Read moreHmm, something like:
/c global.pvp.config.game_config.neutral_chests = true
It won't affect any old chests, only newly placed chests.
Here is another command to try to set the chests to the right force (it will set to the force of the last player who interacted with it):
/c for k, chest in pairs (game.player.surface.find_entities_filtered{type = "container"}) do if chest.last_user then chest.force = chest.last_user.force end end
Is there any way to request blueprint items or books with logistic requests? If I send a blueprint to trash, getting it back is pretty hard.
They are normal items, you can request them in the normal way
We don't want people downloading and playing old buggy experimental releases.
We only keep up stable versions in the long term.
Increment verion
u hwhat
I think they like my buttons
Edit: Oh, they're pointing out a typo on one of them... I guess I get to make a third tiny update in a row...
Ah right :)
I love these longer posts, I can't wait to try out the updated wave defense scenario tomorrow!
It won't be updated until next week (so you can try it out next weekend)
A reference to one of the prequels of Star Wars - in this case it's a quote from Palpatine in episode 1.
Thats not count dooku, its frank
Please, using the MIRV mod makes the game really hang. Regular nukes are a little better but considering I need to leg it away from an angry hoard of radiation-toughened biters it's still not ideal.
I can add the filtering to MIRV for the after the next Factorio release :)
Any plans to add proper graphics to them?
nope
Are there any plans to add them in as vanilla entities?
nope