It is now available both as 32bit and as 64bit version. ... at least there was some good in marvin's build virtual machine failing
![Smile :-)](./images/smilies/icon_e_smile.gif)
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 :-)
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
Thanks for the feedback, these library version problem come from not using ubuntu as a build environment anymoreNemoder 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.
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.
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
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
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?
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?
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It is bug
Yes, or you can call this oneImp0815 wrote: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?
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It is bugthanks for the info, so i have to wait for the hotfix...
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game.mapsettings.pollution.ageing=1000
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
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
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 ?
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.
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?
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.