Factorio Friday Facts #317 - New pathfinding algorithm |
- Friday Facts #317 - New pathfinding algorithm
- I know I suck at you, game, but why you have to remind me that?!?
- Turned on the yellow boxes for bots on the minimap so I can watch my minions at work.
- Version 0.17.72
- I have added smelting to my spiral mining design. It's quite satisfying to watch.
- Finally ready for space science !
- Say what you want about the biters, at least they're courteous in their pathing. True gentlebugs.
- Improved my easily tileable 1.1 GW power plant. The absolute unit in the pic makes 6.7 GW.
- Luna here is helping me with Circuit production by walking all over my keyboard and trying to bat the production graphs
- Upvote and downvote buttons on the factorio subreddit (also awards)
- Space and material efficient power generation setup for seablock
- Things have been hectic since the Biter Collision update
- Just want to say thank you guys
- Fly my minions, fly!
- Visual Bug(Seablock Mod)
- Tetris effect for train logistics
- Splitter Priority Symbol
- Programmatically generating blueprints?
- When I started playing, I was afraid of biters, and even more afraid of learning to use trains. Setting up train-supplied wall defenses has now become one my favorite things in the game. I would love to see what defense systems other people have come up with!
- I had a dream about Factorio today.
- Coal disappearing from belts...
- Peaceful Players and Military Science
- Early game mall - just for fun
- Conditional train stops
Friday Facts #317 - New pathfinding algorithm Posted: 18 Oct 2019 04:03 AM PDT
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I know I suck at you, game, but why you have to remind me that?!? Posted: 18 Oct 2019 08:07 AM PDT
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Turned on the yellow boxes for bots on the minimap so I can watch my minions at work. Posted: 17 Oct 2019 08:01 PM PDT
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Posted: 18 Oct 2019 06:05 AM PDT Bugfixes
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental. [link] [comments] | ||
I have added smelting to my spiral mining design. It's quite satisfying to watch. Posted: 17 Oct 2019 11:23 PM PDT
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Finally ready for space science ! Posted: 18 Oct 2019 06:44 AM PDT
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Say what you want about the biters, at least they're courteous in their pathing. True gentlebugs. Posted: 17 Oct 2019 01:40 PM PDT
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Improved my easily tileable 1.1 GW power plant. The absolute unit in the pic makes 6.7 GW. Posted: 18 Oct 2019 08:43 AM PDT
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Posted: 17 Oct 2019 02:51 PM PDT
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Upvote and downvote buttons on the factorio subreddit (also awards) Posted: 18 Oct 2019 07:54 AM PDT So why don't we make the upvote button uranium-235 and the downvote button uranium-238 Also would be nice to make the awards silver - solid fuel gold - rocket fuel diamond - nuclear fuel Just a suggestion [link] [comments] | ||
Space and material efficient power generation setup for seablock Posted: 18 Oct 2019 09:44 AM PDT
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Things have been hectic since the Biter Collision update Posted: 17 Oct 2019 02:34 PM PDT
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Just want to say thank you guys Posted: 18 Oct 2019 07:33 AM PDT Following Friday Facts is like watching a sci-fi movie. I really appreciate your effort to write really nice and insightful facts about the game and how do you optimize some problems you guys face. Sry for bad English. [link] [comments] | ||
Posted: 17 Oct 2019 12:46 PM PDT
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Posted: 18 Oct 2019 08:34 AM PDT
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Tetris effect for train logistics Posted: 17 Oct 2019 10:49 PM PDT I was taking a shuttle bus from a parking lot to a fair and realized that it's a very similar situation to the train loading and routing. I've also started seeing a need for chain signals when in traffic. Like, come on, don't go into the intersection unless you can also leave it. Who else is seeing this stuff creep into real life? [link] [comments] | ||
Posted: 18 Oct 2019 10:04 AM PDT So stupid question, but the symbols on these balancers are input or output?? [link] [comments] | ||
Programmatically generating blueprints? Posted: 18 Oct 2019 11:52 AM PDT I want to write a program that can write blueprints for me, so that I can trivially scale my blueprints up. I couldn't find a straightforward documentation of blueprint string's structure (which seems to be a base64 str). But seeing that blueprint bot can parse this, it must be public. Does anyone have link? Or is my best best reading blueprint bot's source code? [link] [comments] | ||
Posted: 18 Oct 2019 02:04 AM PDT | ||
I had a dream about Factorio today. Posted: 17 Oct 2019 10:48 AM PDT I dreamt that biters managed to research trains before me, and laid railway tracks right into the heart of my base. First a few explosive trains came, basically crippling my base. Afterwards biters came on other trains. I was done. Have you ever dreamt of Factorio? [link] [comments] | ||
Coal disappearing from belts... Posted: 18 Oct 2019 08:48 AM PDT Last couple days after starting up my game I run into no power. I check and my belts are completely empty of coal going to my boilers/steam engines. Has anyone else experiences this? [link] [comments] | ||
Peaceful Players and Military Science Posted: 18 Oct 2019 08:31 AM PDT I've played the game for multiple years, off and on with biters. I've learned that I enjoy the game a lot more with just micromanaging and growing my factory, without worrying about it being destroyed by the annoyance of biters early game. But with playing on peaceful military research, science, and weaponry becomes pointless (other than the modular armor). I also usually play with very large mod packs, so those items and researches tend to be in the way. Is there a mod or can someone make a mod that removes military science and its researches? [link] [comments] | ||
Early game mall - just for fun Posted: 18 Oct 2019 12:01 AM PDT I've never created any sort of "mall" before in Factorio really. I usually just find a blueprint online to use which has everything I need. With my new game though, started off with some basics and just got a bit carried away... It's a bit of a messy monster, but it works and I love it :-) The save is modded, but there aren't any required to make this. [link] [comments] | ||
Posted: 18 Oct 2019 08:13 AM PDT Ive recent gotten back into Factorio and I noticed in the .17 patch notes that that added temporary train stops. Is this possibly a step along the way to conditional train stops? Since those are basically temporary stops that you don't have to add manually. If so that'd be pretty cool since that's the one thing that really feels missing from trains and they're (meaning trains) are my favorite part of the game. [link] [comments] |
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