If you're using Steam, right click on Factorio -> properties -> betas and you can choose basically any version. If you're using the version from the website, go to https://factorio.com/download/archive.Sputnick67 wrote: Sun Jun 08, 2025 5:13 am Anyway, is there any way I could play the latest 1.x release?
Search found 2502 matches
- Sun Jun 08, 2025 5:29 am
- Forum: Technical Help
- Topic: [2.0.47] Error loading 1.1.76 save "Map loading failed: Loaded invalid value for StrongTypeDef 0"
- Replies: 24
- Views: 1513
Re: [2.0.47] Error loading 1.1.76 save "Map loading failed: Loaded invalid value for StrongTypeDef 0"
- Thu Jun 05, 2025 9:18 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1988
- Views: 745807
Re: Simple Questions and Short Answers
Shift + scroll, I think.
- Fri May 23, 2025 1:10 am
- Forum: This Forum
- Topic: Upload file failed
- Replies: 11
- Views: 1973
Re: Upload file failed
Settings -> output -> recording -> video bitrateHares wrote: Thu May 22, 2025 3:53 pm And for the recordings... sometimes compression algorythms do not compress that much -- maybe I need to change OBS settings.
- Fri May 16, 2025 12:59 am
- Forum: Gameplay Help
- Topic: [2.0.28] Turret UPS Usage is spikey / high and does not seem to increase linearly
- Replies: 7
- Views: 1038
Re: [2.0.28] Turret UPS Usage is spikey / high and does not seem to increase linearly
Well, in the case I linked above, that was in the sandbox with a completely empty nauvis, no other planets, and just the one space platform. Having it be multithreaded per surface would probably be an easy change with low regression risk, but I doubt it would make a noticeable difference if the ...
- Tue May 13, 2025 10:28 pm
- Forum: Gameplay Help
- Topic: [2.0.28] Turret UPS Usage is spikey / high and does not seem to increase linearly
- Replies: 7
- Views: 1038
Re: [2.0.28] Turret UPS Usage is spikey / high and does not seem to increase linearly
I take it this is the case even if they're on different surfaces due to scripting?Rseding91 wrote: Tue May 13, 2025 1:36 pm That's not possible to do. They must first and always be deterministic: having multiple turrets scan and acquire targets in multiple threads is not deterministic and so we can't do it.
- Sun May 11, 2025 2:11 am
- Forum: Ideas and Suggestions
- Topic: Add electrical beams to robots
- Replies: 2
- Views: 264
Re: Add electrical beams to robots
show-player-robots
I also probably wouldn't want it on by default
- Sun May 11, 2025 1:54 am
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [2.0.34] Smart belt dragging over belt curve fails
- Replies: 6
- Views: 2812
Re: [Kovarex] [2.0.34] Smart belt dragging over belt curve fails
Since there are currently quite some bugs reports concerning smart belts, I was wondering what is currently the best way I should report those bugs:
- file one new report with all "new" bugs I can find (like I did here)
- file a new report for each different bug (that would mean 5 reports ...
- Sat May 10, 2025 10:28 pm
- Forum: Ideas and Suggestions
- Topic: Turn-Off beacons
- Replies: 13
- Views: 1036
Re: Turn-Off beacons
Why?
- Wed May 07, 2025 10:09 pm
- Forum: Technical Help
- Topic: Error code 520. What to do?
- Replies: 3
- Views: 348
Re: Error code 520. What to do?
Is this a Windows error or a Factorio error box?
- Wed May 07, 2025 4:31 am
- Forum: Multiplayer
- Topic: Where did everyone go?
- Replies: 14
- Views: 2163
Re: Where did everyone go?
There are definitely large communities in both of those places, I haven't personally noticed a huge change here though. There was a burst of activity when 2.0 came out.
- Tue May 06, 2025 9:38 pm
- Forum: Multiplayer
- Topic: Where did everyone go?
- Replies: 14
- Views: 2163
Re: Where did everyone go?
What version are you on?
- Tue May 06, 2025 9:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91][2.0.47] Other players crashes when changing signal
- Replies: 2
- Views: 1581
Re: [2.0.47] Other players crashes when changing signal
Can you post a log of the crash, and a save with that setup?
- Sun May 04, 2025 8:02 pm
- Forum: Ideas and Suggestions
- Topic: Show more precise numbers when hovering achievement progress
- Replies: 2
- Views: 243
Re: Show more precise numbers when hovering achievement progress
Right. This does exist in some places (statistics?) I believe.
- Sun May 04, 2025 8:01 pm
- Forum: Gameplay Help
- Topic: How Big to Go Before Travelling To A New Planet
- Replies: 10
- Views: 1188
Re: How Big to Go Before Travelling To A New Planet
Yeah, I would suggest taking a couple rockets of iron, copper, steel, circuits, etc. with you to new planets.
- Sat May 03, 2025 9:46 pm
- Forum: Ideas and Suggestions
- Topic: Show more precise numbers when hovering achievement progress
- Replies: 2
- Views: 243
Show more precise numbers when hovering achievement progress
I thought I'd seen this before, but I can't find it:
In the achievements screen, for ones like Mass Production 3, show a more precise figure when hovering the progress bar.
In the achievements screen, for ones like Mass Production 3, show a more precise figure when hovering the progress bar.
- Sat May 03, 2025 8:26 pm
- Forum: Ideas and Suggestions
- Topic: Achievement saving to account
- Replies: 4
- Views: 418
Re: Achievement saving to account
No?
They might sync with Steam (although I don't remember for sure if they sync both ways), if you use that version.
- Mon Apr 28, 2025 10:31 pm
- Forum: Modding discussion
- Topic: would it be posable to compile the game with ASAN?
- Replies: 7
- Views: 602
Re: would it be posable to compile the game with ASAN?
I believe they do that internally (in testing), I'd have to check my sources though.
Addendum: source
Addendum: source
- Mon Apr 28, 2025 10:29 pm
- Forum: Duplicates
- Topic: [2.0.42] Inefficient bot assignment when upgrading belts
- Replies: 3
- Views: 438
- Sun Apr 27, 2025 6:12 pm
- Forum: Ideas and Suggestions
- Topic: Give Programmable speaker parity with a Display panel [virtual-signal=signal-each] usage.
- Replies: 8
- Views: 513
Re: Give Programmable speaker parity with a Display panel [virtual-signal=signal-each] usage.
To tell how much uranium you have left?mmmPI wrote: Sun Apr 27, 2025 6:08 pm someone made something like geiger counter, to use sound for alerts.
Sorry this is kind of off-topic.
- Sun Apr 27, 2025 6:07 pm
- Forum: Gameplay Help
- Topic: Bitters still spawning...
- Replies: 5
- Views: 570
Re: Bitters still spawning...
i said this map has checked out bitters AND evolution AND pollution.. cmon ppl ...
So noone had encountered this issue, ill start new map ...hoping its just a bug or something
You're using different terminology than we're used to, so I wanted to make sure I understood what you were asking.
To ...