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Re: Version 0.7.0
Posted: Mon Sep 30, 2013 12:35 pm
by cube
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
![Smile :-)](./images/smilies/icon_e_smile.gif)
Re: Version 0.7.0
Posted: Mon Sep 30, 2013 1:40 pm
by wrtlprnft
cube wrote:Linux version has been released a moment ago.
Sorry to always be the bearer of update-related news, but:
Code: Select all
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)
After restarting, it seemed to consider the scenario pack to be updated and successfully updated the game itself. However, trying to play the supply challenge yields a crash with the following console output:
Code: Select all
Map version 0.0.82-0 cannot be loaded
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 :-)
Great, thanks! I replaced my old installation, and it seems to work fine. Even “updating” to the current scenario pack worked.
Re: Version 0.7.0
Posted: Mon Sep 30, 2013 9:46 pm
by Nemoder
cube 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
![Smile :-)](./images/smilies/icon_e_smile.gif)
Awesome! Can't wait to try it
*Edit:
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.
Re: Version 0.7.0
Posted: Tue Oct 01, 2013 12:19 pm
by cube
Nemoder 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.
Thanks for the feedback, these library version problem come from not using ubuntu as a build environment anymore
![Smile :-)](./images/smilies/icon_e_smile.gif)
. I will try to do something with it for 0.7.1.
Re: Version 0.7.0
Posted: Tue Oct 01, 2013 2:57 pm
by Cerus
I'm having a lot of fun with the new creeper/pollution mechanics, if I had a complaint it would just be with the "resistance cliff" on the creeper tiers. The drop in physical effectiveness feels really jarring going from small->medium.
Re: Version 0.7.0
Posted: Tue Oct 01, 2013 8:00 pm
by APXEOLOG
This new update is AWERSOME. New enemy mechanics is really good.
Re: Version 0.7.0
Posted: Wed Oct 02, 2013 5:43 pm
by Imp0815
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.
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
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.
PS: Please release a hot fix for the editor zoom bug
PPS: I tried the Combat robots - they are lame why are they exploding out of nowhere? TTL is in this case not what i was looking for!
Re: Version 0.7.0
Posted: Wed Oct 02, 2013 6:02 pm
by ssilk
Yes! Super!
This comic (original is an comic and very long, the film came later) shows an excellent way of how they behave, communicate, and how to make them angry and make peace with them.
Like!
http://luciustheninja.wordpress.com/201 ... view-film/
Re: Version 0.7.0
Posted: Wed Oct 02, 2013 6:08 pm
by kovarex
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.
It will happen someday.
With 0.7.1 and destroyer robots, it will get much simplier, but not automated.
Imp0815 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
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 that
Imp0815 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.
That would be nice pointer to the Nausica story, and after watching this movie, I had also ideas like that
Imp0815 wrote:
PS: Please release a hot fix for the editor zoom bug
![Razz :P](./images/smilies/icon_razz.gif)
The 0.7.1 should arrive soon, but I can't promise any exact date.
Re: Version 0.7.0
Posted: Wed Oct 02, 2013 6:13 pm
by Imp0815
kovarex wrote: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.
It will happen someday.
With 0.7.1 and destroyer robots, it will get much simplier, but not automated.
Imp0815 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
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 that
Imp0815 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.
That would be nice pointer to the Nausica story, and after watching this movie, I had also ideas like that
Imp0815 wrote:
PS: Please release a hot fix for the editor zoom bug
![Razz :P](./images/smilies/icon_razz.gif)
The 0.7.1 should arrive soon, but I can't promise any exact date.
Can you tell me why the game.mapsettings.pollution.enabled = false command won't work? And how it should work maybe?
Re: Version 0.7.0
Posted: Wed Oct 02, 2013 6:18 pm
by kovarex
Imp0815 wrote:Can you tell me why the game.mapsettings.pollution.enabled = false command won't work? And how it should work maybe?
I can.
...
...
It is bug
![Smile :)](./images/smilies/icon_e_smile.gif)
Re: Version 0.7.0
Posted: Wed Oct 02, 2013 6:22 pm
by Imp0815
kovarex wrote:Imp0815 wrote:Can you tell me why the game.mapsettings.pollution.enabled = false command won't work? And how it should work maybe?
I can.
...
...
It is bug
![Smile :)](./images/smilies/icon_e_smile.gif)
![Sad :(](./images/smilies/icon_e_sad.gif)
thanks for the info, so i have to wait for the hotfix...
Re: Version 0.7.0
Posted: Wed Oct 02, 2013 6:44 pm
by kovarex
Imp0815 wrote:kovarex wrote:Imp0815 wrote:Can you tell me why the game.mapsettings.pollution.enabled = false command won't work? And how it should work maybe?
I can.
...
...
It is bug
![Smile :)](./images/smilies/icon_e_smile.gif)
![Sad :(](./images/smilies/icon_e_sad.gif)
thanks for the info, so i have to wait for the hotfix...
Yes, or you can call this one
Code: Select all
game.mapsettings.pollution.ageing=1000
this will remove 1000 pollution on every chunk every tick (instead of the default 0.6).
Re: Version 0.7.0
Posted: Wed Oct 02, 2013 7:29 pm
by ficolas
kovarex wrote:
Code: Select all
game.mapsettings.pollution.ageing=1000
this will remove 1000 pollution on every chunk every tick (instead of the default 0.6).
Can we play with those things in the control.lua? :3
Re: Version 0.7.0
Posted: Wed Oct 02, 2013 7:33 pm
by Nirahiel
Also can we create an entity that vacuums pollution instead of creating it ?
Re: Version 0.7.0
Posted: Wed Oct 02, 2013 7:53 pm
by kovarex
ficolas wrote:kovarex wrote:
Code: Select all
game.mapsettings.pollution.ageing=1000
this will remove 1000 pollution on every chunk every tick (instead of the default 0.6).
Can we play with those things in the control.lua? :3
Yes, these are regular script commands.
Check data/base/prototypes/map-settings.lua for the mapsettings structure.
Nirahiel wrote:Also can we create an entity that vacuums pollution instead of creating it ?
In a pasive way (like trees do), it is ofcourse possible (just check out the tree definition).
In a passive way, I'm not sure. Not sure how would it work if some machine like assembling machine would create negative pollution, but maybe it is possible.
Re: Version 0.7.0
Posted: Wed Oct 02, 2013 10:23 pm
by n9103
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.
Re: Version 0.7.0
Posted: Wed Oct 02, 2013 10:33 pm
by kovarex
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 would work (I believe).
Re: Version 0.7.0
Posted: Wed Oct 02, 2013 11:26 pm
by APXEOLOG
1. Enemy turret just spawned inside of my base instead of 4 Solar Panels... Is this normal? How can i avoid it? I hope they will not spawn instead of electricity/defense key elements.
2. Also i hope to see next tier of accums one day. It takes too much place to make totally 'green' base.
3. Any notes about pollution production for Steam engines / Boilers? Nothing in the tooltip
4. And my last question is about Effectivity module. Should'nt this one decrease pollution level? It seems logical since it decrease energy consumption.
Re: Version 0.7.0
Posted: Wed Oct 02, 2013 11:31 pm
by kovarex
APXEOLOG wrote:1. Enemy turret just spawned inside of my base instead of 4 Solar Panels... Is this normal?
It is not. Enemies should be able to get to the spot where they want to expand.
Enemy expansion inside the player base was disabled for 0.7.1 anyway.
APXEOLOG wrote:2. Also i hope to see next tier of accums one day. It takes too much place to make totally 'green' base.
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:3. Any notes about pollution production for Steam engines / Boilers? Nothing in the tooltip
![Sad :(](./images/smilies/icon_e_sad.gif)
Steam engines don't generate pollution, just boilers, the tooltip extensions are already prepared for 0.7.1
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.
Pollution is directly dependent on the power consumption, so the effectivity module should minimize pollution for sure.