• Breaking News

    Friday, January 31, 2020

    Factorio Friday Facts #332 - More sounds & Map color tweaks

    Factorio Friday Facts #332 - More sounds & Map color tweaks


    Friday Facts #332 - More sounds & Map color tweaks

    Posted: 31 Jan 2020 06:11 AM PST

    Version 0.18.3

    Posted: 30 Jan 2020 10:53 AM PST

    Graphics

    • Applied LUT color correction to new explosions.

    Sounds

    • Transport belts - high frequencies reduced.
    • Train - pitch scaling reduced and sound levels remixed (Work in Progress).
    • Inserters lowered in level slightly (Work in Progress).
    • Compilatron muted as it was too annoying.
    • Removed scrollbar GUI click sound.

    Changes

    • Overwriting a save file will show a confirmation if the selected save has more playtime on it than what you are about to save. more

    Bugfixes

    • Fixed tile rendering would break at extremely low zoom. more
    • Fixed dragging train schedules in the train GUI. more
    • Fixed a crash when migrating loader entities in blueprints. more
    • Fixed fast entity split to burner inserters. more
    • Fixed that the pump could never reach its pumping speed of 12000/s. (https://forums.factorio.com/67037) more
    • Fixed logistic and combat robots were missing dying explosion effect.
    • Fixed migration of 1x1 loaders from pre-0.18 saves. It still might result in loss of items on transport lines that start on the migrated loaders.

    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]

    Green Card Factory

    Posted: 31 Jan 2020 12:51 AM PST

    I really like to create cool train setups

    Posted: 31 Jan 2020 03:47 AM PST

    Guys Wube needs our help to test their latest experimental versions leading up to the 1.0 release, I'm doing my part! Upgrade your Factorio version now in 4 simple steps

    Posted: 31 Jan 2020 04:30 AM PST

    Anyone experiencing factorio sleepwalking?

    Posted: 31 Jan 2020 12:26 AM PST

    Last 2 days I've been playing factorio like 10 hours a day. Each night when I sleep, I would be semi conscious half the time where I would be deliriously trying to build something in a dream. Then last night, in the middle of the night, I was in a sleepwalking state and began opening all a lot of apps on my phone because at the time I was sure it was related to a factorio problem somehow. I remember feeling very frantic and searching furious for the right answer on the phone. I woke up to my friend asking if I was mad at her because I looked at her texts but didn't reply. I've never experienced anything like this before and this is what I believe sleepwalking feels like. While doing it, I knew I was doing it too it's just that I had a strong belief that was false and didn't have full control over my body. It's bizarre and a bit scary to be honest. Also anyone else have sleep disturbances after playing factorio feverishly? It's killing my sleep. I think I only get 6 hours of sleep and half of it is in a semi conscious state.

    submitted by /u/newdayagain07
    [link] [comments]

    Request all the things! Infinite everything in requester chests. Easy bootstrap. Blueprint in comments.

    Posted: 31 Jan 2020 01:21 AM PST

    High volume vanilla train unload for four 4-8 trains - sustained 24 full blue belt output (64k/hr)

    Posted: 30 Jan 2020 08:12 PM PST

    High volume vanilla train unload for four 4-8 trains - sustained 24 full blue belt output (64k/hr)

    I've been using this configuration for a long time and haven't actually come across many others that use this method: Unloading multiple trains onto shared belts.

    It seems to work quite well though; this one will unload a steady output of 24 full belts, from four 4-8 train stations. Just as long as you have enough trains to feed it! No idea how it is on UPS vs other methods though...

    4 rails/stations seems to be optimal, but you can easily add more. It takes at most 3 trains unloading at the same time to fill the belts, the fourth lane is there as a stopgap while others switch out (the train on the far Right will be parked 99% of the time if you have enough trains running)

    Note: I am using spawn belts/void belts for fuel + removing the ore, and a few other mods (design sandbox), but everything in the blueprint is vanilla

    fixed: https://pastebin.com/F1KHAB2u

    Full station

    Closeup

    Basic fueling

    Map aesthetic, personally I think it looks neat.

    Simple power grid

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

    Finally stable at 1k SPM!

    Posted: 30 Jan 2020 01:01 PM PST

    Messy, Unbalanced, Improperly supplied, but Works

    Posted: 30 Jan 2020 07:36 PM PST

    Nobody told me how difficult Bob's would be...

    Posted: 30 Jan 2020 06:48 PM PST

    Why is my green science slow but not red?

    Posted: 31 Jan 2020 01:03 AM PST

    Hey guys, I was hoping you guys could help me figure out why my red science has so much back up and my green science has a pretty empty conveyor belt, they both have their feeding conveyor belt completely full.

    And yes, crazy spaghetti, it's my first factory!

    https://imgur.com/PCAJcvC

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

    Just started playing and need help

    Posted: 31 Jan 2020 12:52 AM PST

    How should i start to learn how to play this game? Many of the videos i looked up were from years ago and I feel like they are outdated.. and advice?

    submitted by /u/UglyBoi10
    [link] [comments]

    With how popular the Long Reach mods are, why isn't there an in-game way to extend your reach yet?

    Posted: 31 Jan 2020 06:08 AM PST

    We already have bots, I wish there was a setting to have them go automatically when you try to do something out of reach. Not blueprints and copying/pasting/deleting tools, I mean the regular cursor actions. Hearing the "out of range" sound effect constantly is painful.

    Surely the devs have a reason if something like that is not in the game at this point? So I'm just asking if you guys know something.

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

    New Train Megabase Lets Play starting today

    Posted: 30 Jan 2020 09:01 AM PST

    After lots of trial n' error I finally got my train intersection to work, but I'm still not sure how it works. Can anyone ELI5?

    Posted: 30 Jan 2020 01:37 PM PST

    Modding question: get localised string in LUA code

    Posted: 31 Jan 2020 01:01 AM PST

    In my mod I have a list of item names and want to display them in a sorted list. Showing the translated text works as the text field does the translation. But here I need the translated text beforehand for sorting. E.g.

    game.player.print{"description.no-ammo"} 

    works as expected but I would need something like

    label = {"description.no-ammo"} 

    which of course only creates an array.

    What I found is LuaPlayer::request_translation(str) but this is a background call that fires an event on completion. LuaItemPrototype::localised_name only gives me the structure for translation like in the example above.

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

    LTN Help Please

    Posted: 31 Jan 2020 08:16 AM PST

    LTN Help Please

    Hi - I am using LTN and trying to create a 1k SPM base using a train network.

    I keep running into trains that are filled with stuff that are NOT heading to the right locations to drop them off, or they are sitting at the depot, all full on inventory that never got delivered.

    I thought that LTN only allowed the trains to fill up with the amount requested and then went and delivered. Perhaps I am mistaken.

    I find myself micro-managing the inventory of the trains and thats not helpful. Any suggestions? Things I'm missing?

    LTN Supply

    LTN Demand

    Drive link to save file (buncha mods):https://drive.google.com/file/d/17IqNglSwKPUWdZV-w6jvHoJ-juX2eF6S/view?usp=sharing

    submitted by /u/shifty4321
    [link] [comments]

    How to play with Mods on a hosted headless Server?

    Posted: 31 Jan 2020 08:14 AM PST

    Hey guys,

    i how can i modify my Vanilla Server?

    If i upload the mods to the folder "Factorio\mods" and then restart, the mods are not loaded.

    Can someone help?

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

    Compact, extensible electronics district: 40 SPM's worth of circuits, tier-1 modules, batteries, and rocket control units

    Posted: 30 Jan 2020 10:55 AM PST

    Smart Belt-Based Kovarex Enrichment (link in comments)

    Posted: 30 Jan 2020 12:31 PM PST

    LTN Assitance

    Posted: 31 Jan 2020 08:04 AM PST

    Why can't I build a Battery auto assembler?

    Posted: 31 Jan 2020 07:48 AM PST

    Battery is an intermediate product used in personal batteries and laser turrets, among other things. I can set up the assembler for personal batteries, but not for batteries.

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

    Why is this stuck on 437 MW when it should be 465?

    Posted: 30 Jan 2020 04:56 PM PST

    No comments:

    Post a Comment