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    Wednesday, October 16, 2019

    Factorio I created a visualization of all current vanilla recipes. Still a work in progress!

    Factorio I created a visualization of all current vanilla recipes. Still a work in progress!


    I created a visualization of all current vanilla recipes. Still a work in progress!

    Posted: 16 Oct 2019 05:36 AM PDT

    I'm just before space science, and I'm trying to decide whether I should go for a megabase, or just uninstall the game to regain mental sanity. Help me decide !

    Posted: 16 Oct 2019 01:05 AM PDT

    Why does this increase Inserter speed?

    Posted: 15 Oct 2019 06:39 PM PDT

    10,000th satellite launch!

    Posted: 15 Oct 2019 08:28 PM PDT

    Version 0.17.71

    Posted: 16 Oct 2019 08:06 AM PDT

    Bugfixes

    • Fixed a crash that would happen on loading certain saves made in previous versions. more
    • Fixed entity selection could desync from mouse cursor when switching to cutscene controller in multiplayer. more

    Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

    submitted by /u/FactorioTeam
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    did someone say spagetti?

    Posted: 15 Oct 2019 04:11 PM PDT

    Planning and testing my 15-97-3 Long Distance Ore Train. 339k ore per trip, about 8km away based off of the HFHIB mod. I'm also am playing on .4 speed to have more time to plan and execute.

    Posted: 15 Oct 2019 11:14 AM PDT

    Bobs, Angels, Clowns, and 30 Science Pack Base! We just got Trains!

    Posted: 15 Oct 2019 06:03 PM PDT

    First base, 35 hours in, roast me

    Posted: 16 Oct 2019 12:46 AM PDT

    Version 0.17.70

    Posted: 15 Oct 2019 01:18 PM PDT

    Features

    • Added interface option to adjust the number of shortcut bar rows that are visible on the screen.
    • Added ability to shift click a research in the technology screen to start that research.
    • Allowed setting filters with the ghost cursor.

    Changes

    Graphics

    • Added new remnants for several entities. They are still work-in-progress and subject to further change.

    Bugfixes

    • Excluding runtime fluid mixing check from assembler migration that caused some crashes when loading a save with mixing in it.
    • Fixed landfill map color on old saves. more
    • Added migration to recalculate tile transitions when tile layer definition changes in tile prototype. more
    • Fixed that artillery remote failure sounds could be duplicated in some cases. more
    • Fixed that the game would still process mod dependencies for disabled mods. more
    • Fixed that underground pipes with different length could sometimes connect one tile further.
    • Fixed that the cursor would appear in the wrong position after textbox alignment was changed by scripting. more
    • Fixed placement of scrollbars around textboxes. more
    • Fixed a crash related to teleporting biters during the ai-completed events. more
    • Fixed that non-square crafting machines without fluid boxes didn't rotate correctly. more
    • Fixed that the game would freeze when trying to find automatic artillery targets with very high levels of artillery range. more
    • Fixed tile ghosts sometimes overlapped on edges which created visible lines. more
    • Fixed that the on_gui_switch_state_changed event would fire twice in some cases. more
    • Fixed wrong damage bonus values in tooltips of combat robots and units in a different force. more
    • Fixed that the research screen would show a technology as "available" when it was queued. more
    • Fixed that LuaEntity::last_user didn't support writing nil. more
    • Fixed that mod GUIs could show on top of the technology screen after loading a save. more
    • Fixed a crash when using the /screenshot command. more
    • Fixed that the --disable-migration-window command line option didn't always work. more
    • Fixed that pumps had a drain when using a non-electric energy source. more
    • Fixed a bug in fluid system splitting.
    • Changed order of pipe connections to avoid previous cases of fluid mixing. A.k.a Boskid's deferred pipes.
    • Offshore pumps now set fluid filter automatically based on produced fluid. more
    • Fixed crash when closing shortcut selection list while dragging. more
    • Fixed that biters could get overloaded by artillery and stop moving. more
    • Fixed that biters could get stuck during attacks. more
    • Fixed that biter pathfinding could cause unreasonably large save files. more
    • Fixed that biters would attack in a single file due to their colliding with each other. more
    • Fixed that personal roboports would function with literally no power.
    • Fixed migrating pre-0.17 maps with detached characters that had a grid armor in quick bar would corrupt game state. more

    Modding

    • Added optional flying robot prototype property "max_speed".
    • Added light_renderer_search_distance_limit to utility constants.

    Scripting

    • Changed LuaEntity::color to also work for cars.
    • Changed LuaStyle::padding, margin to also accept arrays of padding values.
    • Added optional "unit_number" to on_post_entity_died event.
    • Added support to teleport car entity types between surfaces.
    • Added LuaEntityPrototype::call_for_help_radius, max_count_of_owned_units, max_friends_around_to_spawn, spawning_radius and spawning_spacing read.
    • Added LuaForce::research_enabled read.

    Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

    submitted by /u/FactorioTeam
    [link] [comments]

    Train loading and unloading in Seablock.

    Posted: 16 Oct 2019 05:34 AM PDT

    My first base after ~4 Hours of playtime

    Posted: 16 Oct 2019 03:49 AM PDT

    Help me decide

    Posted: 16 Oct 2019 08:19 AM PDT

    I am about to start another base but cant decide to play with no mods, which I haven't really done since I first started and never finished. Or to jump in and play with Bob's and Angel's which I have also never played with yet.

    submitted by /u/Thisguy4848
    [link] [comments]

    The moment you find out you can use artillery shot to reveal the map

    Posted: 16 Oct 2019 07:43 AM PDT

    Pressurized fluid mechanics

    Posted: 15 Oct 2019 05:53 PM PDT

    There is a flow to Factorio. You start with something small, and eventually get to something huge. This is a game of scale. The game scales from yellow belts and burner inserters to blue belts and stack inserters. Figuring out how to scale is the feedback loop I enjoy!

    My biggest issue in building a megabase or nuclear reactor is the way you have to deal with fluids. Water cannot be pumped fast enough through one line to nuclear reactors. Oil cannot be piped across multiple beaconed oil refineries. Nor can petroleum gas be pumped to multiple beaconed plastic factories. I have issues understanding that the pump's pumping speed is theoretical. Once you add any other pipe segment the pump cannot reach 12000 a sec.

    My response to FFF #309 is "why not both?"

    How can this thought translate to fluid mechanics? I believe, at a basic level, that water can operate like electricity. How you might ask? Pressurized lines. Hydraulics.

    I imagine my town's water supply system. It can supply multiple thousands, or more, at the same time without major issues. Not only that, but it doesn't use pumps at every other house!

    You can pressurize a system in a way similar to a municipal water supply with the following 4 pieces: A supply source (water pump, another system, source building) A high-pressure pump to increase the potential energy of the system (a second-tier pump) A storage device of the potential energy (water tower) An outflow device or system (houses, businesses, other pumps)

    I believe this would allow people to scale systems in a more straightforward way. If you don't have enough supply on a pipe system, just add more supply via a high-pressure pump!

    This doesn't fix all scaling issues, but I believe a system that uses pumps & storage towers would be easier to understand and be scalable by the masses similar to upgrading a yellow belt to blue.

    Pros: * easier to understand scaling * a single pump can increase supply linearly * can supply beaconed layouts (to a point) Cons: * Doesn't show flow easily * Can be scaled quickly with current tech tree (fluid handling is red & green) * Pressure would need to be added to base game. * A pressure max would need to be implemented [xkcd reference](https://what-if.xkcd.com/147/) 

    The idea in the FFF was that the flow should be animated. I disagree in this instance. The flow would not need to be animated since the lines should be reinforced. Reinforced pipes shouldn't have windows. A cursor would be able to show pressure instead. If either of these are not possible, maybe a floating tank?
    The technology would need to be gated behind high-tech. The current fluid mechanics have (unpressurized) storage tanks & pumps that can be used to fill trains. A new tier would need to be created. A new pressurized pump and pressure-tower would need to be created. These new pumps could be like nuclear. Gated by both materials and tech.

    This pressure mechanic could be used immediately on petroleum gas. But i believe the larger audience for this mechanic would be the modding community. Gasses generally observe boyle's law. Gasses will expand to fit their space. More gas, more pressure!

    TL;DR: I feel pressure is a mechanic for fluids (and gasses) that would allow bases to scale in a straightforward way.

    submitted by /u/SirRumsky
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    Looking for a new mod set

    Posted: 16 Oct 2019 07:21 AM PDT

    Did AB SpaceX on marathon a few years back. Tried space exploration recently but its alpha state isn't enjoyable so i'll wait for the full release. Tried Py, got scared after 50 hours and stopped. Not interested in seablock.

    I want some mods, probably less complex than the full AB, that add things throughout, and some endgame.

    What I really want to do this time around is play around with trains more. Figure out how to do a city block style base. I could do it in vanilla but... Meh.

    1300+ hours played.

    Any recommendations? Is Industrial Revolution + Krastorio a good idea? Was also considering Dark Star Utilities as it adds mostly end game stuff, but I have a feeling it's not hugely train oriented.

    submitted by /u/LordOfSwans
    [link] [comments]

    The in-game numbers actually make a lot more sense if one tile is 0.5 meters instead of 1

    Posted: 16 Oct 2019 08:10 AM PDT

    That way true speeds are half as much as the game says, which puts the player running at about 15 km/h and the train top speed around 150 km/h. Besides, if we compare tile size to character size, the tiles are clearly less than half of the character's height.

    submitted by /u/MediocreMeat
    [link] [comments]

    One month and three launches later and I'm down to 11.5 hours. (36h -> 20h -> 11h). What next?

    Posted: 16 Oct 2019 01:43 AM PDT

    Do I now retry the fastest map but with less thinking and more doing? Can you really cut out 3 hours of thinking time? Is it worth reviewing the finished base and doing some work to streamline and blueprint it or just learn my lessons and start from scratch? How have other people worked towards No Spoon and beyond?

    I went for 45SPM on all sciences but obviously that doesn't need to be continuous. I did some rejigging to get resources towards the rocket once science was done. Short of precisely calculating the amount of science required (yawn, maths) is there a better way to handle this?

    I was also slowed down a lot late game by processing units and rocket controls not being started earlier. Is it worth setting up to churn these out and store them earlier than required or just mass produce at the last minute? I had rocket fuel and LWS already done but they were easy to stockpile early.

    submitted by /u/daddywookie
    [link] [comments]

    Steam engines not working as intended

    Posted: 16 Oct 2019 04:38 AM PDT

    first off all, im playing 0.12.8 at the moment.

    i have 100 steam engines that never produce more than 18 MW this plus my 30 MW solar farm is not nearly enough when im running the factory at full power.

    when i go to check on my steam engines alot of them have around 20% or lower available performace, even though i have 1 boiler for 2 engines and 3 pumps for about 15 boilers and none of them are reaching full potential exept the outer ones. the rest of my boilers are somewhere else and have maximum available performace using the same setup, mayby a little more offshore pumps.

    does anyone know why this is? i should be getting more than 18 MW from my steam engines.

    it's not because they produce the amount needed, they produce far to little causing blackouts in the factory

    submitted by /u/Mr_From_A_Far
    [link] [comments]

    After 40 hours, I finally worked up the courage to take on the spaghetti that is oil processing.

    Posted: 16 Oct 2019 08:23 AM PDT

    ETS - EasyTrainSystem | A Vanilla Train System

    Posted: 15 Oct 2019 01:03 PM PDT

    ETS - EasyTrainSystem | A Vanilla Train System

    https://i.redd.it/0xseqajgfrs31.jpg

    I am here today to show off, explain and maybe get some feedback on my newly developed train system. It was tested on this map (savegame) which produces 1k spm and passed a ten hour test run. It works extremely well, it almost scares me, because I can't find a reason now to invest any more time into trains.

    Main Features

    • Never change your train schedules, every new station is automatically and immediately supplied by the system
    • Equal distribution of resources among all train stations
    • Low number of trains due to constant utilization
    • No global circuit wires along the train tracks required

    How it works

    The system is based on the standard scheme for dynamic trains, which many of you probably already know. Every Station for every resource is named the same (e.g. [L] IronPlate and [U] IronPlate) and every station is disabled when it has enough resources or a train is currently at the station. This simple approach however has some problems:

    • When every station is deactivated, due to having enough resources, the trains don't know where to go and either nopath or move to a central depot, which requires a lot of space and quickly becomes a bottleneck.
    • When a station now activates, a lot of trains get dispatched at once from the central depot, which clogs up the rails.
    • High throughput stations can't be served fast enough.

    These Problems are solved with the following Principles:

    • Every station has at least a one train stacker (image). This usually provides enough waiting area for all of your trains and if not, the few excess can wait in a central depot without causing issues. Throughput is also much better, because an additional train can be waiting at the station and immediately unload, once the first train leaves.
    • Every station only deactivates once the stacker is full. This guarantees, that the trains always wait at the stations, instead of a central depot. However, this means that the stations are not controlled by the present resources anymore, which means the trains will always just go to the closest stations and far away stations will get ignored. This new problem is solved by:
    • Every station has 7 signals at it's entry, which are controlled by the amount of resources at the station. When a station fills up, the signals turn red and the trains don't want to path through the red signals, so they turn to a different station. This guarantees equal distribution of resources among all stations.

    In summary, instead of the stations deactivating and the trains waiting at some central depot, the stations are now equally supplied until full and the trains never wait, except at a full station, which can only happen if every station is full.

    Demonstration of the signals that are controlled by resources at the station. Lights display chest content

    How to use it

    The system is designed with a modular approach, to allow easy modification and enable multiple station designs. There are 2 unloader stations (regular, big), 2 loader stations (regular, big), 4 loaders and 4 unloaders. Any of the un/loader stations can be combined with any un/loader to form a complete station (all regular stations).

    To use the system, just place one of the stations, rename it to the resource you want it to supply/demand and adjust this constant combinator to the train size (amount of cargo wagons) and the stack size of the item this station handles. If there are non or not enough trains, you have to set up some to run for these stations. The train schedules are the basic "[L] Item | Full inventory -> [U] Item | Empty inventory". Generally, the system works without a central depot, however once you have a lot of trains, it can become required (when you see trains 'no pathing', you need one). Also keep in mind that these stations create big intersections, so try not to place them on central paths like I did.

    There are 2 special stations as well. One is a simple fuel/trash station for a 2-3 train, it deactivates when it has fuel. The other one is a universal construction train unloader + fuel/trash station. This one deserves it's own post, so I won't go into much detail, but if you want to use it just route your construction train(smth like this) into it and it should work immediately. The only requirement is that your robots are in the last wagon.

    Additional Features

    Easily adjustable to almost any train size

    Stackable compact station

    !blueprint https://factorioprints.com/view/-LrFllkfPIG1IAjKRIF5

    If you want to see it running, check out the savegame, just download the zip and drag it onto your running factorio. I was developing this system while playing that map, so a lot of the stations are using an outdated design and are missing the light display for the chest content, but the basic principles are consistent in all of them.

    submitted by /u/Kano96
    [link] [comments]

    Are there content/overhaul Mods than can be added in the late game and that don’t require you to remake your entire factory from scratch?

    Posted: 16 Oct 2019 01:42 AM PDT

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