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    Wednesday, January 22, 2020

    Factorio Factorio Badges (Fanmade)

    Factorio Factorio Badges (Fanmade)


    Factorio Badges (Fanmade)

    Posted: 21 Jan 2020 11:23 PM PST

    Would you like it if the glow of fuels was a bit nicer? Try my mod, Nicer Fuel Glow.

    Posted: 21 Jan 2020 08:40 PM PST

    Farewell Factorio!

    Posted: 21 Jan 2020 10:41 PM PST

    I installed Factorio two weeks ago. I don't remember where I saw it first, but it looked interesting and there seemed to be a cultish following behind it. It was confusing at first as I was trying to figure out what the hell I was supposed to do with a spacesuit and an axe. Fast forward a week and I was hooked. I played for hours. Factorio seemed to have this peculiar ability that made me forget about the passage of time and the need to sleep. But it has to stop. It is literally taking over my life. I have missed meetings, deadlines and hours of sleep in the last two weeks. I have no choice but to uninstall it. Kudos to the creators and the community. This game is phenomenal.

    submitted by /u/WildShallot
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    In 0.18, you can push the saturation value all the way to 255 in the config file. The result are eye searing.

    Posted: 21 Jan 2020 05:42 PM PST

    PSA: Your rails are not safe in .18

    Posted: 21 Jan 2020 08:35 PM PST

    Biters have developed a taste for delicious rail spaghetti and will actively destroy all rail segments they come across. Might be a bug since the game immediately crashed after my beautiful rail system got demolished.

    e. https://imgur.com/McteIL9 (btw new map is beautiful)

    submitted by /u/soapy5
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    Have you tried "Pulse" scanning, and thought it was too random? Try "Wave" scanning!

    Posted: 21 Jan 2020 10:11 PM PST

    Identifying which mods have been updated to 0.18

    Posted: 21 Jan 2020 06:32 PM PST

    Hi!

    I've been playing with Bobs and Angels for just over two weeks, and I have so many other mods. The point is that I have more than 100 mods in the same save.

    As I tested Factorio version 0.18, most of the mods have not been loaded as they have not yet been updated.

    So I made a shell script, to get the latest version of all the mods I have installed, active or not.

    I'm running the game on Windows 10, and I managed to run the shell script by installing Cygwin with grep and wget packages.

    In summary, the script take the list of mods within %appdata%\Factorio\, download each mod's page and use grep to identify if the version is already updated to 0.18, informing if it is or not.

    As I want to play the same save with these mods listed, I will wait for everyone to be updated so I can update the Factorio.

    The script can be improved a lot, but it is doing what I need so I don't intend to maintain it in the future.

    If you know of any better way to get this information, let me know.

    # run with ./checkModUpdate.sh WINDOWS_USERNAME 0.18 #!/bin/bash user="$1" ver="$2" [[ -z "$user" ]] && echo "Usage: $0 WINDOWS_USERNAME" && exit 1 [[ -z "$ver" ]] && ver="0.18" dir="C:\Users\\${user}\AppData\Roaming" IFS=$'\n' arr=($(grep 'name' "$dir\Factorio\mods\mod-list.json" | cut -d '"' -f 4 | grep -v "base")) for i in "${arr[@]}" do version=$(wget -q "https://mods.factorio.com/mod/$i" -O - | grep "Factorio version:" -A 1 | tail -n 1 | cut -d '>' -f 2 | cut -d '<' -f 1) status="" [[ $version == *"$ver"* ]] && status="(UPDATED) - " echo "${status}${i} -> $version" done 

    Output example:

    (...) bobplates -> 0.13 - 0.17 bobpower -> 0.13 - 0.17 bobrevamp -> 0.13 - 0.17 bobtech -> 0.13 - 0.17 bobvehicleequipment -> 0.14 - 0.17 bobwarfare -> 0.13 - 0.17 Bottleneck -> 0.13 - 0.17 bullet-trails -> 0.14 - 0.17 Burner-Leech -> 0.17 ChangeMapSettings -> 0.15 - 0.17 CharcoalBurner -> 0.13 - 0.17 ClosestFirst -> 0.16 - 0.17 (UPDATED) - comb -> 0.17 - 0.18 (UPDATED) - Construction_Drones -> 0.17 - 0.18 CredoTimeLapseModByMaessigcremig -> 0.17 deep_blue_seen -> 0.16 - 0.17 DeleteEmptyChunks -> 0.15 - 0.17 dirtybarrels -> 0.16 - 0.17 Dirt_Path -> 0.14 - 0.17 Dont_lose_in_progress_ingredients -> 0.17 DoubleFurnace -> 0.13 - 0.17 DragonIndustries -> 0.17 Electric Furnaces -> 0.13 - 0.17 ElectricTrain -> 0.14 - 0.17.11 even-distribution -> 0.15 - 0.17 EvoGUI -> 0.13 - 0.17 Evolution Reduction -> 0.15 - 0.17 Extra_Floors -> 0.16 - 0.17 Factorissimo2 -> 0.14 - 0.17 (UPDATED) - factoryplanner -> 0.17 - 0.18 (UPDATED) - far-reach -> 0.16 - 0.18 FARL -> 0.13 - 0.17 Fill4Me -> 0.16 - 0.17 Flow Control -> 0.13 - 0.17 (UPDATED) - FluidMustFlow -> 0.17 - 0.18 FNEI -> 0.15 - 0.17 (UPDATED) - Inventory Sensor -> 0.14 - 0.18 ItemUpgrades -> 0.14 - 0.17 (UPDATED) - KS_Power -> 0.12 - 0.18 (UPDATED) - LightedPolesPlus -> 0.15 - 0.18 (UPDATED) - lightorio -> 0.16 - 0.18 (UPDATED) - LogisticTrainNetwork -> 0.14 - 0.18 LossPrevention -> 0.16 - 0.17 LTN_Tracker -> 0.16 - 0.17 (...) 
    submitted by /u/eddye00
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    I was gonna do a lasagna mall but then I got bored. (~20MB image, can't upload higher)

    Posted: 21 Jan 2020 03:02 PM PST

    My newest starting base... trying to space stuff out this time.

    Posted: 21 Jan 2020 11:53 PM PST

    My newest starting base... trying to space stuff out this time.

    Ahh beginnings... where I try to space everything out and give myself lots of room... and end up cramping myself in.
    On the plus side, it is all working really well so far, with red belts currently being researched.

    https://preview.redd.it/fh7qy3bpcac41.png?width=3142&format=png&auto=webp&s=c1f3784c455733ed5d58927b578bd151a9490f02

    submitted by /u/minisanders
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    chain signals?

    Posted: 21 Jan 2020 07:14 PM PST

    Big scale train network

    Posted: 22 Jan 2020 02:23 AM PST

    Hi,

    I am slowly transitioning towards my first megabase, the aim is 2.7k spm (basically a blue belt of each science). I have few ideas on how I want it to look like but I do have a one major concern - trains.

    I am going to need over 300 ore trains. The limitations I implied on myself are the root of this decision, but I really would like to implement this. All of those 300 trains will ride a single network, by my calculation one train should leave every 2-3 seconds. They are leaving from something like a really big stacker towards the ore outposts. The trains are something like 3-20-3.

    How many lanes would I need for something like that? Is 4 in each direction big enough?

    submitted by /u/poosheck
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    First time trying to explore circuit network mechanics. Made a 0-9 (same) item counter. Any tips and tricks about circuit networks would be appreciated. (String at comments.)

    Posted: 21 Jan 2020 08:12 PM PST

    Stranded at the power plant

    Posted: 21 Jan 2020 12:51 PM PST

    A basic train signaling tutorial (not comprehensive)

    Posted: 21 Jan 2020 01:35 PM PST

    A basic train signaling tutorial (not comprehensive)

    Edit: this attempt at writing a tutorial, in conjuction with u/6a...'s feedback in the comments, now serves as an example of how not to write a tutorial. ;)

    The tutorial is split into three parts:

    1. Reference for the the picture at the end
    2. Train behaviour regarding signals
    3. Signal behaviour regarding trains

    Picture Reference:
    In the picture below we can see a railway switch with the following four signals:

    • Red, A, Chain (Rail chain signal)
    • Orange, B, Chain (Rail chain signal)
    • Purple, C, Chain (Rail chain signal)
    • Blue, D, Block (Rail signal)

    These signals split the rail into four sections, which are visualized by factorio through colored lines. Here we have got 2 yellow sections1 and 1 red section. The color of these sections is irrelevant and just there as a visual help, to tell them apart.

    1 (the 2 lower yellow sections are actually 1 section, it is a loop)

    Train behavior:

    1. A train only looks at colors of signals in driving direction (his right hand side).
    2. If there is no signal in driving direction, but a signal on the the opposite side, the train cannot pass that signal. (Left hand side signals existence is noted by train, but its colors are ignored).
    3. To create a bidirection rail, place two signal EXACTLY OPPOSITE each other (like Signal A, Red and Signal B, Yellow) --> The yellow section in the north is bi-directional.
    4. A train will only pass a green signal, or a blue signal if the path it wants to take is open
    5. A train will wait in front of red signals

    Signal behavior:

    1. Each signal watches exactly one section. If there is a train in that section, or approaching that section without the ability to halt before it, the signal will turn red.
    2. In addition, chain signals also watch the status of the directly following next chain signal(s), in driving direction. (Usually only one, but i can watch more than one following, if there is a railway switch.
    • A, Red watches the red section. If there is a train in that section, it will be red.
    • A, Red also watches Signal D, blue and if A is green, its status is overwritten by that of D.
    • B, Orange watches the yellow north section and those right hand side signals, that define the end of that section.
    • Signals C and D (Purple and Blue), denote a one-way rail. That means only trains coming from the north, can pass signal D, and only trains coming from the west can pass Signal C.
    • C, Purple watches the red section and the orange signal B. That means a train may only pass the signal if there is an open path further north.
    • Finally the blue block signal D:
      It is the only signal which is no chain signal. That means a train may wait in the following section.
      If it were a chain signal, it would actually watch the next signal and thus a train would pass right through the following section or not enter at all.
      In fact, following signal D comes a train stop, and that is also the reason why we have a block signal here. We only want to check if the section containing the train stop is free, and do not care about the exit section.

    A railway switch with four signals.

    If you read this far without skipping to the end, i want to thank you dearly for bearing with me. If you have any questions or request for follow-up tutorials, let me now.

    submitted by /u/Toastgeraet
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    Writing a paper on factorio for my class

    Posted: 21 Jan 2020 02:34 PM PST

    im taking a class in college about games and we have to write a "critique" and make a presentation about a game, so obviously i picked factorio. I have never breezed through a paper so easily! there is so much to talk about with this game. hopefully I can recruit some new fans when I present!

    submitted by /u/jackeeboi_hoy_minoy
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