[0.7.0] Small locale issues
[0.7.0] Small locale issues
I didn't see this already reported so... at least in the en locale, the capsule item raw-fish gives an unknown key message, and in the demo level 3 mission creepers no longer exist but the locale gt(think-beware-of-creepers) still references them instead of the small-biters. Oh and I didn't see any spawners on the map (though a few worms) so building turrets is fairly pointless imho.
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Re: [0.7.0] Small locale issues
Kill the worm. I dare you 

Re: [0.7.0] Small locale issues
Actually I did, all of them in fact. I just used some fish to supplement the armor. Admittedly most will probably use the turrets to help take them on but I've always preferred to take enemies on using my own weapons and use the turrets as defense (the rocket turrets were an exception, I'd grab laser turrets or run them over if I was in a hurry)Nirahiel wrote:Kill the worm. I dare you

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Re: [0.7.0] Small locale issues
Weird, as soon as i killed a worm, enemies came in, i had like 3 spawners, a few worms and a tons of biters waiting to eat me D:
Re: [0.7.0] Small locale issues
I fixed the locale issues, thanks for the report.

They should. I have noticed this before that in some saves there are no spawners. Still not sure what is the cause though.FreeER wrote: and in the demo level 3 mission creepers no longer exist
Ok, this is even more strange. I had a look around that map in the god mode and there are no spawnersNirahiel wrote:Weird, as soon as i killed a worm, enemies came in, i had like 3 spawners, a few worms and a tons of biters waiting to eat me D:

Re: [0.7.0] Small locale issues
That was all (except for the fish) in reference to level 3, I'd started a new campaign straight from the menu to see if it had changed much. As such there was no save for it to load so I assumed it was something someone had overlooked and that they had forgotten to add a spawner to the campaign/scenario map (though there are a few worms on the map). Looking at the control file I see that it thought I was being attacked (ie it gave the messages and unlocked recipes) but I never saw any creepers/biters. Presumably because biters don't respond to the old wave commands (instead reacting to pollution) that the creepers did, or maybe there was originally a creeper spawner (can't remember) that got deleted (considering the prototype doesn't exit now) instead of being changed into a biter spawner... If I still had the old version installed I'd go look myself (I've had to reinstall windows since I was playing last so i'd have to download the old version and my net is fairly slow...).slpwnd wrote:They should. I have noticed this before that in some saves there are no spawners. Still not sure what is the cause though.FreeER wrote: and in the demo level 3 mission creepers no longer exist
That is what prompted my comment that there was no reason to build turrets, no moving enemies means stationary defense is pretty pointless. You can play that entire level with no fighting at all.
Having played a bit on a fresh game I now realize that the biters (or at least the big worms) are much more powerful/diverse than the previous creepers. Which, in my opinion, is awesome. I actually had a new enemy base spawn/build right on the corner of my base (unfortunately right where my coal lines came from). I'd barely researched laser turrets and there were 4 big worms defending two biter spawners...needless to say I was pretty much f'ed, though I did try for two hours to recover my supply lines. I loved it though, Much much more difficult than it previously was.
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Re: [0.7.0] Small locale issues
We figured out what the problem is with the "missing spawners". It is technical thing (as usual). We have introduced renaming migrations in the 0.7.0 which rename prototypes. We have used it for the spawners as well. Which would be fine. However the map was resaved before this, so the migration has not been applied and the spawners were automatically deleted, because there are not corresponding prototypes anymore. Anyway it will be solved:)
As for the spawning new enemy bases. We will actually introduce a small fix, that will prevent them from spawning too close to your structures. Otherwise it would be quite unpredictable and players would have to fortify the whole base including the belts to be safe.
As for the spawning new enemy bases. We will actually introduce a small fix, that will prevent them from spawning too close to your structures. Otherwise it would be quite unpredictable and players would have to fortify the whole base including the belts to be safe.