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Re: Version 0.12.0

Posted: Fri Jul 17, 2015 4:26 pm
by FifthRom
FishSandwich wrote: Okay, well, you don't HAVE to. You can continue playing that save with 0.11.22 :)
Nah, I really enjoyed 0.12 :P. Losing of rocket defense was the first thing I saw, but now I tested my power armor and it is really strong (maybe even OP). Anyway, new rocket silo is cheaper and faster to produce - I am happy with that :).

Re: Version 0.12.0

Posted: Fri Jul 17, 2015 4:31 pm
by Duane
So, I know 12.0 is the Steam Release candidate (FF#84) will a period of time pass before the game is available for purchase on Steam? The only thing keeping me from buying Factorio now is that I have no internet-friendly payment options.

Re: Version 0.12.0

Posted: Fri Jul 17, 2015 4:47 pm
by FishSandwich
Duane wrote:So, I know 12.0 is the Steam Release candidate (FF#84) will a period of time pass before the game is available for purchase on Steam? The only thing keeping me from buying Factorio now is that I have no internet-friendly payment options.
IIRC it's going to steam when 0.12 is stable. That could be a couple months away I'm afraid.

Re: Version 0.12.0

Posted: Fri Jul 17, 2015 4:49 pm
by Smarty
Yeeeah but im on holiday so i have no time to play factorio :(

Re: Version 0.12.0

Posted: Fri Jul 17, 2015 5:26 pm
by DOSorDIE
Its here!
Weekend is saved!

Thank you very much, but now excuse me i have to build a factory.

Re: Version 0.12.0

Posted: Fri Jul 17, 2015 5:46 pm
by nobodx
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 change is rather meh... gotta rebuild most of my factory because of it
(and i have to reduce my laser-turret)

Re: Version 0.12.0

Posted: Fri Jul 17, 2015 5:52 pm
by MrDrummer
So if I want to kill all biters, set time to always day and set it to peaceful mode (seems to be a lot harder than I recall...) How would I do that?

I know in 0.11 i would do:
/c game.peacefulmode = true
/c game.killallenemies()
/c game.alwaysday=true
But I get errors for all 3.

Error is basically the same for all 3:

Code: Select all

Cannot execute command. Error: [string "game.killallenemies()"]:1: LuaGameScript doesn't contain key killallenemies
Is there anything I am doing wrong? (commands taken directly from the wiki)

Re: Version 0.12.0

Posted: Fri Jul 17, 2015 6:01 pm
by ratchetfreak
MrDrummer wrote:So if I want to kill all biters, set time to always day and set it to peaceful mode (seems to be a lot harder than I recall...) How would I do that?

I know in 0.11 i would do:
/c game.peacefulmode = true
/c game.killallenemies()
/c game.alwaysday=true
But I get errors for all 3.

Error is basically the same for all 3:

Code: Select all

Cannot execute command. Error: [string "game.killallenemies()"]:1: LuaGameScript doesn't contain key killallenemies
Is there anything I am doing wrong? (commands taken directly from the wiki)
try with underscores between words game.peaceful_mode =true

Re: Version 0.12.0

Posted: Fri Jul 17, 2015 6:03 pm
by Marconos
genericname1 wrote:you've changed how inserters/belts work.

If you didn't want stuff stuck on the end of a belt you created it so it only just reached the inserted emptying it.

Now the inserter doesn't appear to see the belt unless its right in front of it... (it was probably a bug and should be fixed but it's going to take ages to spot all the bits that now don't work)
The joys of playing an alpha build, lol 8-)

Re: Version 0.12.0

Posted: Fri Jul 17, 2015 6:04 pm
by FishSandwich
It makes sense that all these were moved to luaforce. I can't test the commands right now but you should try that(game.player.force.killallenemies(), for example)

Re: Version 0.12.0

Posted: Fri Jul 17, 2015 6:06 pm
by MrDrummer
ratchetfreak wrote:
MrDrummer wrote:So if I want to kill all biters, set time to always day and set it to peaceful mode (seems to be a lot harder than I recall...) How would I do that?

I know in 0.11 i would do:
/c game.peacefulmode = true
/c game.killallenemies()
/c game.alwaysday=true
But I get errors for all 3.

Error is basically the same for all 3:

Code: Select all

Cannot execute command. Error: [string "game.killallenemies()"]:1: LuaGameScript doesn't contain key killallenemies
Is there anything I am doing wrong? (commands taken directly from the wiki)
try with underscores between words game.peaceful_mode =true
So that one worked, but i cant figure out the killallenemies() one out... kill_all_enemies() nor killall_enemies() work.

Re: Version 0.12.0

Posted: Fri Jul 17, 2015 6:11 pm
by TeDeum
From OP
Replaced LuaGameScript::kill_all_enemies() by LuaForce::kill_all_units().

Re: Version 0.12.0

Posted: Fri Jul 17, 2015 6:13 pm
by MrDrummer
Ah... thanks. I did have a quick browse... but obviously didnt look hard enough :? ah well. Thanks :)

Re: Version 0.12.0

Posted: Fri Jul 17, 2015 6:31 pm
by ketil
IPv6 is awesome, thanks a lot :)

And thanks for all the other improvements too ;)

Re: Version 0.12.0

Posted: Fri Jul 17, 2015 7:27 pm
by byte
Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces
How this work?

Re: Version 0.12.0

Posted: Fri Jul 17, 2015 7:28 pm
by iUltimateLP
Awesome!! I really like the roads! So I went along to test the test mode mod. It boots, but when I try to enter a game, it says

Code: Select all

__test-mode__\18: LuaGameScript doesn't contain key oninit.
So you guys moved the events? I cant use game.oninit, game.onload, and game.ontick. Where is it now?
Thanks!

Re: Version 0.12.0

Posted: Fri Jul 17, 2015 7:30 pm
by ratchetfreak
iUltimateLP wrote:Awesome!! I really like the roads! So I went along to test the test mode mod. It boots, but when I try to enter a game, it says

Code: Select all

__test-mode__\18: LuaGameScript doesn't contain key oninit.
So you guys moved the events? I cant use game.oninit, game.onload, and game.ontick. Where is it now?
Thanks!
put underscores between the words: on_init, on_load, etc.

Re: Version 0.12.0

Posted: Fri Jul 17, 2015 7:33 pm
by iUltimateLP
ratchetfreak wrote:
iUltimateLP wrote:Awesome!! I really like the roads! So I went along to test the test mode mod. It boots, but when I try to enter a game, it says

Code: Select all

__test-mode__\18: LuaGameScript doesn't contain key oninit.
So you guys moved the events? I cant use game.oninit, game.onload, and game.ontick. Where is it now?
Thanks!
put underscores between the words: on_init, on_load, etc.
Found it out too, thanks!

Re: Version 0.12.0

Posted: Fri Jul 17, 2015 7:39 pm
by Align
With the new vehicle friction for surfaces, can we hope to see special effects to go along with this? I'd love to see cars (and trains? if theyre affected) kicking up big swathes of dust as they race across the desert.

Re: Version 0.12.0

Posted: Fri Jul 17, 2015 8:33 pm
by Ekelbatzen
Power armor modules generate and consume 100 times more power in order to be able to charge construction robots.
With the updated numbers 1 portable fusion reactor produces enough energy to supply 1 mk2 shield within milliseconds, I can stand in a medium sized enemy base without dying. This should be rebalanced I guess.