D=FactorioBot wrote: [*]Items on transport belts don't go off the belt at the end, so the transport belt has
to go directly in front of the required inserter.
This is neither realistic nor fun.
D=FactorioBot wrote: [*]Items on transport belts don't go off the belt at the end, so the transport belt has
to go directly in front of the required inserter.
I still cant get this to work, tried /c game.kill_all_units() /c force.kill_all_units() and a couple of hundred other variations on this.....TeDeum wrote:From OPReplaced LuaGameScript::kill_all_enemies() by LuaForce::kill_all_units().
Try following:Batsma2 wrote:I still cant get this to work, tried /c game.kill_all_units() /c force.kill_all_units() and a couple of hundred other variations on this.....TeDeum wrote:From OPReplaced LuaGameScript::kill_all_enemies() by LuaForce::kill_all_units().
I have no knowledge of LUA whatsoever, so maybe im missing something really obvious, but please help me out by posting what I actually have to type in the console
Code: Select all
/c game.player.kill_all_units()
Operating system: Windows Server 2012Oxyd wrote:I don't think we even have a Windows Server machine anywhere in the office.DopeEx wrote:there will be a Windows Server multiplayer version? Without graphics, for a root with windows would be great.
Nevertheless, the Windows binary should come with the same --start-server option as the Linux and Mac binaries. So, if you're feeling adventurous, you can give it a go on your Windows Server. Let me know how well it works, if at all.
It's /c game.forces['enemy'].kill_all_units()Batsma2 wrote:I still cant get this to work, tried /c game.kill_all_units() /c force.kill_all_units() and a couple of hundred other variations on this.....TeDeum wrote:From OPReplaced LuaGameScript::kill_all_enemies() by LuaForce::kill_all_units().
I have no knowledge of LUA whatsoever, so maybe im missing something really obvious, but please help me out by posting what I actually have to type in the console
You have a superfluous --mp-load-game there.DopeEx wrote:D:\Factorio\bin\x64\Factorio.exe --start-server --mp-load-game MP.zip
Oxyd wrote:It's /c game.forces['enemy'].kill_all_units()Batsma2 wrote:I still cant get this to work, tried /c game.kill_all_units() /c force.kill_all_units() and a couple of hundred other variations on this.....TeDeum wrote:From OPReplaced LuaGameScript::kill_all_enemies() by LuaForce::kill_all_units().
I have no knowledge of LUA whatsoever, so maybe im missing something really obvious, but please help me out by posting what I actually have to type in the console
oh thank you ok! It works now!Oxyd wrote:You have a superfluous --mp-load-game there.DopeEx wrote:D:\Factorio\bin\x64\Factorio.exe --start-server --mp-load-game MP.zip
The correct command line is factorio.exe --start-server MP.zip
Is this in ? I found nothig where i can set thisBasic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces
It's purely lua based at the moment. I'm gonna update my PvP mod to take advantage of it soon.l4m3r wrote:Is this in ? I found nothig where i can set thisBasic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces
Ummm... does that mean whilst lasers are the same "effectiveness", now gun turrets are half as powerful? (double the size, but not any more powerful)FactorioBot wrote:
- All turrets are now 4x4; laser turrets are 4x more expensive and powerful, gun turrets are 2x more expensive
It's a new major version, a lot of things have changed.zockerlusche wrote:The supply is collapsing. Has something changed?