Version 0.7.0
Re: Version 0.7.0
Linux version has been released a moment ago.
It is now available both as 32bit and as 64bit version. ... at least there was some good in marvin's build virtual machine failing
It is now available both as 32bit and as 64bit version. ... at least there was some good in marvin's build virtual machine failing
I have no idea what I'm talking about.
Re: Version 0.7.0
Sorry to always be the bearer of update-related news, but:cube wrote:Linux version has been released a moment ago.
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Downloading https://www.factorio.com/updater/get-available-versions?username=wrtlprnft&token=‽
=> 200
Downloading https://www.factorio.com/updater/get-download-link?username=wrtlprnft&token=‽&package=scenario-pack&from=0.5.1&to=0.7.0
=> 200
Downloading https://updates-factorio-com.s3.amazonaws.com/scenario-pack-0.5.1-0.7.0-update.zip?Expires=1380547064&AWSAccessKeyId=‽&Signature=‽%3D to /home/mathias/.factorio/temp/scenario-pack-0.5.1-0.7.0-update.zip
=> 200
ERROR: Source segment length (1319818) is larger than dictionary (629758)
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Map version 0.0.82-0 cannot be loaded
Great, thanks! I replaced my old installation, and it seems to work fine. Even “updating” to the current scenario pack worked.cube wrote:It is now available both as 32bit and as 64bit version. ... at least there was some good in marvin's build virtual machine failing :-)
Re: Version 0.7.0
Awesome! Can't wait to try itcube wrote:Linux version has been released a moment ago.
It is now available both as 32bit and as 64bit version. ... at least there was some good in marvin's build virtual machine failing
*Edit:
32bit version updated and seems to run fine so far, I downloaded the 64bit version but it seems to require libpng16 which isn't included and doesn't appear to be available in my distribution yet.
Re: Version 0.7.0
Thanks for the feedback, these library version problem come from not using ubuntu as a build environment anymore . I will try to do something with it for 0.7.1.Nemoder wrote: 32bit version updated and seems to run fine so far, I downloaded the 64bit version but it seems to require libpng16 which isn't included and doesn't appear to be available in my distribution yet.
I have no idea what I'm talking about.
Re: Version 0.7.0
I'm having a lot of fun with the new creeper/pollution mechanics, if I had a complaint it would just be with the "resistance cliff" on the creeper tiers. The drop in physical effectiveness feels really jarring going from small->medium.
Re: Version 0.7.0
This new update is AWERSOME. New enemy mechanics is really good.
Re: Version 0.7.0
Oke i like the progress, but the enemy and pollution mechanic need tweaking. Also the command to turn it off don't work with my old saves so my nice big factory just gets overrun :,(
Also i really didn't carve for more weapons or armors, i just look for a way to don't do all this dirty hand work for artifacts collecting by my self.
But overall its a step further down the development and I'm really happy that it gets forward.
Also the new creepers remind me a little of this:
Pic related: Ohmus from Nausicaä
Maybe later add a mode where the forest keeps spreading the map and you have to burn it down but as more you burn down the forest the more likely it is to spawn creepers that attack your factory.
PS: Please release a hot fix for the editor zoom bug
PPS: I tried the Combat robots - they are lame why are they exploding out of nowhere? TTL is in this case not what i was looking for!
Also i really didn't carve for more weapons or armors, i just look for a way to don't do all this dirty hand work for artifacts collecting by my self.
But overall its a step further down the development and I'm really happy that it gets forward.
Also the new creepers remind me a little of this:
Pic related: Ohmus from Nausicaä
Maybe later add a mode where the forest keeps spreading the map and you have to burn it down but as more you burn down the forest the more likely it is to spawn creepers that attack your factory.
PS: Please release a hot fix for the editor zoom bug
PPS: I tried the Combat robots - they are lame why are they exploding out of nowhere? TTL is in this case not what i was looking for!
Last edited by Imp0815 on Wed Oct 02, 2013 6:07 pm, edited 1 time in total.
Re: Version 0.7.0
Yes! Super!
This comic (original is an comic and very long, the film came later) shows an excellent way of how they behave, communicate, and how to make them angry and make peace with them.
Like!
http://luciustheninja.wordpress.com/201 ... view-film/
This comic (original is an comic and very long, the film came later) shows an excellent way of how they behave, communicate, and how to make them angry and make peace with them.
Like!
http://luciustheninja.wordpress.com/201 ... view-film/
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
Re: Version 0.7.0
It will happen someday.Imp0815 wrote:Oke i like the progress, but the enemy and pollution mechanic need tweaking. Also the command to turn it off don't work with my old saves so my nice big factory just gets overrun :,(
Also i really didn't carve for more weapons or armors, i just look for a way to don't do all this dirty hand work for artifacts collecting by my self.
With 0.7.1 and destroyer robots, it will get much simplier, but not automated.
This is one of my favorite movies, and in the middle of making creepers, I told albert they remind me ohms too, we watched the movie after thatImp0815 wrote: But overall its a step further down the development and I'm really happy that it gets forward.
Also the new creepers remind me a little of this:
Pic related: Ohmus from Nausicaä
That would be nice pointer to the Nausica story, and after watching this movie, I had also ideas like thatImp0815 wrote: Maybe later add a mode where the forest keeps spreading the map and you have to burn it down but as more you burn down the forest the more likely it is to spawn creepers that attack your factory.
The 0.7.1 should arrive soon, but I can't promise any exact date.Imp0815 wrote: PS: Please release a hot fix for the editor zoom bug
Re: Version 0.7.0
Can you tell me why the game.mapsettings.pollution.enabled = false command won't work? And how it should work maybe?kovarex wrote:It will happen someday.Imp0815 wrote:Oke i like the progress, but the enemy and pollution mechanic need tweaking. Also the command to turn it off don't work with my old saves so my nice big factory just gets overrun :,(
Also i really didn't carve for more weapons or armors, i just look for a way to don't do all this dirty hand work for artifacts collecting by my self.
With 0.7.1 and destroyer robots, it will get much simplier, but not automated.
This is one of my favorite movies, and in the middle of making creepers, I told albert they remind me ohms too, we watched the movie after thatImp0815 wrote: But overall its a step further down the development and I'm really happy that it gets forward.
Also the new creepers remind me a little of this:
Pic related: Ohmus from Nausicaä
That would be nice pointer to the Nausica story, and after watching this movie, I had also ideas like thatImp0815 wrote: Maybe later add a mode where the forest keeps spreading the map and you have to burn it down but as more you burn down the forest the more likely it is to spawn creepers that attack your factory.
The 0.7.1 should arrive soon, but I can't promise any exact date.Imp0815 wrote: PS: Please release a hot fix for the editor zoom bug
Re: Version 0.7.0
I can.Imp0815 wrote:Can you tell me why the game.mapsettings.pollution.enabled = false command won't work? And how it should work maybe?
...
...
It is bug
Re: Version 0.7.0
thanks for the info, so i have to wait for the hotfix...kovarex wrote:I can.Imp0815 wrote:Can you tell me why the game.mapsettings.pollution.enabled = false command won't work? And how it should work maybe?
...
...
It is bug
Re: Version 0.7.0
Yes, or you can call this oneImp0815 wrote:thanks for the info, so i have to wait for the hotfix...kovarex wrote:I can.Imp0815 wrote:Can you tell me why the game.mapsettings.pollution.enabled = false command won't work? And how it should work maybe?
...
...
It is bug
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game.mapsettings.pollution.ageing=1000
Re: Version 0.7.0
Can we play with those things in the control.lua? :3kovarex wrote:this will remove 1000 pollution on every chunk every tick (instead of the default 0.6).Code: Select all
game.mapsettings.pollution.ageing=1000
Re: Version 0.7.0
Also can we create an entity that vacuums pollution instead of creating it ?
Re: Version 0.7.0
Yes, these are regular script commands.ficolas wrote:Can we play with those things in the control.lua? :3kovarex wrote:this will remove 1000 pollution on every chunk every tick (instead of the default 0.6).Code: Select all
game.mapsettings.pollution.ageing=1000
Check data/base/prototypes/map-settings.lua for the mapsettings structure.
In a pasive way (like trees do), it is ofcourse possible (just check out the tree definition).Nirahiel wrote:Also can we create an entity that vacuums pollution instead of creating it ?
In a passive way, I'm not sure. Not sure how would it work if some machine like assembling machine would create negative pollution, but maybe it is possible.
Re: Version 0.7.0
Setting the pollution per energy to be negative, and only having the machine (assembler?) draw power when active, and having an item that activates it (in a recipe, that outputs some sort of garbage item?) would work.
Re: Version 0.7.0
It would work (I believe).n9103 wrote:Setting the pollution per energy to be negative, and only having the machine (assembler?) draw power when active, and having an item that activates it (in a recipe, that outputs some sort of garbage item?) would work.
Re: Version 0.7.0
1. Enemy turret just spawned inside of my base instead of 4 Solar Panels... Is this normal? How can i avoid it? I hope they will not spawn instead of electricity/defense key elements.
2. Also i hope to see next tier of accums one day. It takes too much place to make totally 'green' base.
3. Any notes about pollution production for Steam engines / Boilers? Nothing in the tooltip
4. And my last question is about Effectivity module. Should'nt this one decrease pollution level? It seems logical since it decrease energy consumption.
2. Also i hope to see next tier of accums one day. It takes too much place to make totally 'green' base.
3. Any notes about pollution production for Steam engines / Boilers? Nothing in the tooltip
4. And my last question is about Effectivity module. Should'nt this one decrease pollution level? It seems logical since it decrease energy consumption.
Re: Version 0.7.0
It is not. Enemies should be able to get to the spot where they want to expand.APXEOLOG wrote:1. Enemy turret just spawned inside of my base instead of 4 Solar Panels... Is this normal?
Enemy expansion inside the player base was disabled for 0.7.1 anyway.
The original plan was to put it into 0.7.0, but we didn't make it, these should be available soon, we know.APXEOLOG wrote:2. Also i hope to see next tier of accums one day. It takes too much place to make totally 'green' base.
Steam engines don't generate pollution, just boilers, the tooltip extensions are already prepared for 0.7.1APXEOLOG wrote:3. Any notes about pollution production for Steam engines / Boilers? Nothing in the tooltip
Pollution is directly dependent on the power consumption, so the effectivity module should minimize pollution for sure.APXEOLOG wrote: 4. And my last question is about Effectivity module. Should'nt this one decrease pollution level? It seems logical since it decrease energy consumption.