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    Thursday, January 23, 2020

    Factorio Version 0.18.1

    Factorio Version 0.18.1


    Version 0.18.1

    Posted: 23 Jan 2020 05:40 AM PST

    Changes

    • Train stop at train's starting segment exit is no longer counted into penalty. more
    • Inventory transfers mini-tutorial has been updated to feature the quickbar.
    • Split the map editor sub-menu into more options so it's more clear when scenarios are copied and when they are edited directly.

    Bugfixes

    • Fixed replay gui covering tooltips. more
    • Fixed tooltips in statistics window not showing force modifiers. more
    • Fixed electric mining drill was missing dying explosion. more
    • Fixed when using OpenGL backed turret range overlay was rendered incorrectly when zoomed in. more
    • Fixed a crash when using script.get_event_order during control.lua init. more
    • Fixed that LuaForce::reset_technology_effects() could change the enabled/visible when disabled state. more
    • Fixed wrong lua docs about what event(s) could be filtered. more
    • Fixed a wrong error message related to multiplayer and migration scripts. more
    • Fixed crash when rail with temporary train stop is removed. more
    • Fixed crash if you attempted to ping a train wagon immediately after placing it on a multiplayer server with high latency. more
    • Fixed that clicking the drop-down widget in the map editor script section would stop the mouse from working. more
    • Fixed nightvision effect was applied to zoomed-to-world view sometimes. more
    • Fixed that enemies would attack rails. more

    Modding

    • Changed default value of LoaderPrototype::structure_render_layer from "transport-belt-circuit-connector" to "object", in order to be consistent with other on-belt structure sprites. more

    Scripting

    • Added LuaEntity::get_damage_to_be_taken().
    • Added LuaSurface::brightness_visual_weights to add back ability to control darkness of the night runtime per-surface. 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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    Started producing Uranium Rounds Magazines, those biters have nothing on me!

    Posted: 23 Jan 2020 02:30 AM PST

    With the help of some 0.18 modding additions, I was able to give M.I.R.V a proper upgrade

    Posted: 22 Jan 2020 05:04 AM PST

    So my brother started his first factory. So cute. I want to see when a quality inspector tech and an ingineer can do.

    Posted: 23 Jan 2020 03:52 AM PST

    It turned out too good to not share

    Posted: 23 Jan 2020 06:52 AM PST

    Direct insertion blue circuits (~3.5/s)

    Posted: 23 Jan 2020 01:00 AM PST

    The Gear Girl character mod is complete! Here's a little video of it.

    Posted: 22 Jan 2020 07:58 AM PST

    Does anyone else find this game to be warping their sense of reality?

    Posted: 23 Jan 2020 02:07 AM PST

    Took a half stab at playing maybe a year ago, just got back into it recently. Something like 50hrs played in the last week and a half.

    I'm starting to see everything in terms of Factorio. Like I read some reddit post about how some Coke factory was producing 200,000 bottles of coke per hour or something, and I only had two thoughts on it:

    • Amazement over all the belts and inserters and assembling machines required to achieve that kind of output and

    • Concern over how the biters must react to that kind of pollution footprint

    It took me a few seconds to realize this was a real article about a real thing and not just Factorio.

    Has anyone else experienced similar symptoms?

    submitted by /u/World_Spank_Bank
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    Simple, Easy Solar Layout (16.468 MW)

    Posted: 22 Jan 2020 07:57 PM PST

    My factory has begun to have issues with power, so I decided to design a new solar layout with greater efficiency that the one I was previously using (0.001540 MW/tile). The result is the following:

    https://factorioprints.com/view/-LzFU1oitWR6-E0efxCl

    NEW VERSION: https://factorioprints.com/view/-LzHdIJ1R2597DtubWGe

    Here are some stats:

    • 407 solar panels
    • 342 accumulators
    • 0.840295 ratio (0.035% more than the ideal 0.84)
    • 16.594 MW (net)
    • 72x72 tile footprint (roboports cover 74x74 area)
    • 0.003201 MW/tile (95.378% of the max. theoretical density of 0.003356 MW/tile)
    • 312.402 tiles/MW (297.964 tiles/MW is the max. theoretical)
    • 4 roboports
    • 1 radar (enough to build a new section on the map within range)

    It's a pretty simple layout and not too large, but it comes slightly short of the density of some of the larger designs.

    submitted by /u/NotJusticeWargrave
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    Just a thought while playing

    Posted: 23 Jan 2020 01:46 AM PST

    I feel like if the construction robots were conscious, they'd hate me for getting them to place and then proceed to remove the very thing they placed after a few seconds. Or even placing things myself while the robot is still travelling to do that very same job.

    submitted by /u/z7z7z7
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    Being bored and wanting something to watch

    Posted: 22 Jan 2020 12:56 PM PST

    A ridiculously tiny 8x8 universal balancer

    Posted: 22 Jan 2020 02:49 PM PST

    Grid Gone Wild [Industrial Revolution]

    Posted: 22 Jan 2020 03:31 PM PST

    Factorio as a training tool

    Posted: 23 Jan 2020 12:54 AM PST

    Sup!

    I want to use Factorio as a tool on workshop for my team. The target of those is to improve task-splitting, cooperation on partiali depended tasks, and communication skills.

    Factorio, by its huge and complicated dependency tree and logistic chains, that can be splitted on many atomic yet depended tasks, that can be run in parallel. It seems to be a really good tool for such workshop.

    But i don't want workshop to take 70h ;). So my question for you is - are there any mod, that does not take away factorio complexity, but speed up process? Something like "x5 movement and production speed"?

    I do reaserch on my own, but i fonund mostly things like better inventory on start - that speed up initial gameplay a little, but i don't want to take away coplexity by pre-unlock any tech.

    Best regards!

    submitted by /u/SirThavenTheSecond
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    It's too late at this stage of development but I really wish Factorio had normal maps baked in sprites so the dynamic light could be possible.

    Posted: 22 Jan 2020 01:49 PM PST

    90/s Cargo loader and unloader (no gaps)

    Posted: 22 Jan 2020 07:16 PM PST

    Island map

    Posted: 23 Jan 2020 05:35 AM PST

    So I thought I will do something different in Factorio. Created island map, had couple of mods for cargo ships and stuff. Grown my factory in island first, gone far with science, got my rocket up. So made a ship to go and look for an other island and all I found was water. I was soooo disappointed to find out that island you have is the only island there.

    Wish island map would be same as normal map (endless) and have other islands there different sizes and biomes, where you could go for resources you would just need to find them in the ocean.

    Or was I just unlucky that much not to find any island on my map?

    submitted by /u/Rozolle
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    Mini cells viable?

    Posted: 22 Jan 2020 12:31 PM PST

    Do I need more iron? please do tell me how to improve this mess...

    Posted: 22 Jan 2020 10:38 PM PST

    start of my first mega base

    Posted: 23 Jan 2020 12:26 AM PST

    start of my first mega base

    So my buddy and I are attemting our first mega base and wanted some tips. This is our red setup for 1000spm. We plan on adding speed module 3 to every thing and beacon them as well.

    https://preview.redd.it/r6l2ti01ohc41.jpg?width=2560&format=pjpg&auto=webp&s=09e124b4fc22df49f3fecf94d7d7961658fc5c16

    submitted by /u/T0xicP3nguin
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    Any way to zoom out slightly farther before map view kicks in?

    Posted: 23 Jan 2020 07:49 AM PST

    (I just want to see more stuff)

    submitted by /u/ltjbr
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    Are there any Greek players?

    Posted: 23 Jan 2020 12:17 AM PST

    i am looking for greek players because my english is not good

    submitted by /u/Kalikatzar0s
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    Something wrong with radars coverage.

    Posted: 23 Jan 2020 01:41 AM PST

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