You can't downgrade maps.
Sorry for the inconvenience.
You can for example use 1.1.28 for your client.
From here https://factorio.com/download/archive or from the Steam beta settings.
Search found 1328 matches
- Thu Mar 25, 2021 10:40 am
- Forum: Technical Help
- Topic: server mismatch
- Replies: 6
- Views: 2486
- Tue Mar 23, 2021 12:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.1.27] Map generator UI imperfections
- Replies: 3
- Views: 3152
Re: [Twinsen][1.1.27] Map generator UI imperfections
I added both improvements to Version: 1.1.28
Thanks for the feedback.
Thanks for the feedback.
- Tue Mar 23, 2021 10:25 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.1.27] Map generator UI imperfections
- Replies: 3
- Views: 3152
Re: [1.1.27] Map generator UI imperfections
Was there ever such warning in the map generator UI? The warning will appear in the Achievements list after the game is started.
- Mon Mar 22, 2021 4:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twin][1.1.27] Converting to a scenario from save sometimes throws an error (Simulation + Scenario::loadingUpdatingFlag)
- Replies: 1
- Views: 2021
Re: [Twin][1.1.27] Converting to a scenario from save sometimes throws an error (Simulation + Scenario::loadingUpdatingF
It's because of a rare race condition related to main menu background simulations.
I couldn't reproduce it but it's likely fixed in Version: 1.1.28.
Thanks for the report.
I couldn't reproduce it but it's likely fixed in Version: 1.1.28.
Thanks for the report.
- Fri Mar 19, 2021 11:19 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.1.27] trees heal when healing_per_tick is 0
- Replies: 1
- Views: 2344
Re: [Twinsen][1.1.27] trees heal when healing_per_tick is 0
Fixed in Version: 1.1.28 Previously the value was hard-coded at 0.1/second. Changed to work as follows: healing_per_tick Type: float Default: 0.001666 for Prototype/Tree, 0 for the rest of entities. The amount of health automatically regenerated per tick. The entity must be active for this to work. ...
- Thu Mar 18, 2021 11:34 am
- Forum: 1 / 0 magic
- Topic: [1.1.27] Crash: PrimitiveHelper::numberOfSegmentsForHalfCircle
- Replies: 3
- Views: 2020
Re: [1.1.27] Crash: PrimitiveHelper::numberOfSegmentsForHalfCircle
It does look like a hardware issue.
The crash is in a static method trying to calculate sqrtf, so there's no reason for a Segmentation Fault.
Try doing some stress tests.
The crash is in a static method trying to calculate sqrtf, so there's no reason for a Segmentation Fault.
Try doing some stress tests.
- Wed Mar 17, 2021 1:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.1.27] Disabling side menu leaves right_side_frame stub.
- Replies: 4
- Views: 3023
Re: [1.1.27] Disabling side menu leaves right_side_frame stub.
Fixed in Version: 1.1.28
Thanks for the report.
Thanks for the report.
Please create a separate detailed report.ickputzdirwech wrote: ↑Wed Mar 17, 2021 8:03 amThe same is true if you disable all mod GUI buttons in the top left corner.
- Wed Mar 17, 2021 12:24 pm
- Forum: Not a bug
- Topic: [Twinsen][1.1.27] Alerts is not showing
- Replies: 4
- Views: 1991
Re: [Twinsen][1.1.27] Alerts is not showing
It looks like the alerts gui was disabled by some command or mod.
Running this will fix it
So it looks like it's not a bug with the game.
Running this will fix it
Code: Select all
/c game.player.game_view_settings.show_alert_gui = true
- Tue Mar 16, 2021 3:54 pm
- Forum: Pending
- Topic: [Twinsen][1.1.27] Crash large deconstruction planner multiplayer
- Replies: 3
- Views: 1874
Re: [Twinsen][1.1.27] Crash large deconstruction planner multiplayer
There is a performance issue with deconstructing very large areas on a client in multiplayer, but since the fix would either be complicated or too risky, I prefer to leave it as is unless more players find it problematic. But I didn't manage to reproduce the FPS drop on server(only on client). I als...
- Tue Mar 16, 2021 12:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.1.27] (Re)naming Spidertron doesn't trigger on_entity_renamed
- Replies: 1
- Views: 2115
Re: [Twinsen][1.1.27] (Re)naming Spidertron doesn't trigger on_entity_renamed
Fixed in Version: 1.1.28.
The event should now be triggered when renaming the spider either though the GUI, game interaction or through lua using entity_label.
Thanks for the report.
The event should now be triggered when renaming the spider either though the GUI, game interaction or through lua using entity_label.
Thanks for the report.
- Sun Feb 14, 2021 7:35 pm
- Forum: General discussion
- Topic: Factorio development explained in gifs
- Replies: 133
- Views: 315451
Re: Factorio development explained in gifs
When someone reports a bug and I can't reproduce it https://img-9gag-fun.9cache.com/photo/a ... svvp9.webm
- Tue Feb 09, 2021 12:09 pm
- Forum: Technical Help
- Topic: [1.1.19] Lockup randomly during play (Ubuntu 18.04)
- Replies: 3
- Views: 1499
Re: [1.1.19] Lockup randomly during play
With the lack of information I'll have to blame this on hardware or OS.
There's not much we can do with the current information.
Maybe try to investigate more, see if maybe the game ends up leaking RAM. Is it saving during lockup?
There's not much we can do with the current information.
Maybe try to investigate more, see if maybe the game ends up leaking RAM. Is it saving during lockup?
- Mon Feb 08, 2021 2:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.1.21] Artillery named incorrectly in deconstruction planner menu
- Replies: 1
- Views: 2039
Re: [Twinsen][1.1.21] Artillery named incorrectly in deconstruction planner menu
Fixed in Version: 1.1.22
Thanks for the report.
Thanks for the report.
- Wed Feb 03, 2021 4:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.1.19] Default modified instead of death-world preset after going forward and back
- Replies: 7
- Views: 3720
Re: [1.1.19] Default modified instead of death-world preset after going forward and back
First bug was related to the selected preset not being saved in the multiplayer GUI. There's no logic that recognizes the selected preset, it just remembers the last one selected in the gui. Regarding the second bug, pressing back cancels all the changes made to the gui, not just the seed, so it was...
- Mon Feb 01, 2021 4:08 pm
- Forum: 1 / 0 magic
- Topic: [1.1.19] Crash loading save "Trying to make chunk at unreasonable position" (no mods)
- Replies: 4
- Views: 1865
Re: [1.1.19] Crash loading save "Trying to make chunk at unreasonable position" (no mods)
You should have autosave every few minutes
- Mon Feb 01, 2021 4:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.1.19] Default modified instead of death-world preset after going forward and back
- Replies: 7
- Views: 3720
Re: [1.1.19] Default modified instead of death-world preset after going forward and back
I can't reproduce the behavior. Where are you opening the map generator gui?
The map generator settings are saved when a new map is actually started, so going back to the new game gui and forward will revert to the last saved state.
Also the preset is selected correctly.
The map generator settings are saved when a new map is actually started, so going back to the new game gui and forward will revert to the last saved state.
Also the preset is selected correctly.
- Mon Feb 01, 2021 3:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.19] Player dying inside simulation kills actual player with no option to respawn
- Replies: 2
- Views: 2260
Re: [posila] [1.1.19] Player dying inside simulation kills actual player with no option to respawn
Someone accidentally implemented The Matrix
- Mon Feb 01, 2021 3:23 pm
- Forum: 1 / 0 magic
- Topic: [1.1.19] Crash loading save "Trying to make chunk at unreasonable position" (no mods)
- Replies: 4
- Views: 1865
Re: [1.1.19] Crash loading save "Trying to make chunk at unreasonable position" (no mods)
I'm not sure what happened. A few trees around x coordinate -680 to -685 got their y coordinate corrupted.
Anyway, I fixed your save by teleporting and removing the trees.
Anyway, I fixed your save by teleporting and removing the trees.
- Mon Feb 01, 2021 2:43 pm
- Forum: Minor issues
- Topic: [1.1.19] After rotating 2 connected pumps they begin to work infinitely
- Replies: 5
- Views: 1939
Re: [1.1.19] After rotating 2 connected pumps they begin to work infinitely
Yes, they are continuously pumping fluid from each-other.
Since this doesn't cause any gameplay issues I can see and it's an obscure thing to build, I consider this a minor issue.
Since this doesn't cause any gameplay issues I can see and it's an obscure thing to build, I consider this a minor issue.
- Mon Feb 01, 2021 2:24 pm
- Forum: Won't fix.
- Topic: [1.1.19] Crash of non blocking saving process on headless
- Replies: 14
- Views: 6002
Re: Server crashing bug
server then restarts reverting back to original game save, not from autosave. One of the arguments is "--start-server" "megabase_1.zip". I assume it's being called with same arguments so it makes sense it reverts to original save. Regarding the crash, maybe it's related to the e...