Factorio My cat vs construction bots |
- My cat vs construction bots
- Why the new sounds are so weird atm. Small comparison video. (Turn on sound!)
- Some milestones are not so great... like this power usage!
- Spaghetti Mall
- Most of my mods, including Blueprint Extensions and Rail Tools, now work on 0.18
- A Smaller Idiot-Proof Smart Reactor
- I was about to suggest this feature, then i found it was already in the game!
- After 130h, I finally send of my first rocket.
- TIL; Automatically populate requester chests
- So I don't know much about signaling but I made this Roundabout Intersection and I'm really proud of it
- Self Contained Nuclear Power Plant
- Compiling HDL to blueprint strings
- Kovarex without circuits
- Mod request old patch recipes
- My first solar block.
- What's your perfect map generator parameters for a long term game?
- Can I ask for a refund via Steam if I play less than 2h of Factorio?
- Midgame automated bot construction blueprint
- Celebrating MIRV mod update to 0.18 with launching them to sky!
- Factorio is locked to a max of 60hz, but what about higher hz monitor use?
- Expansive base on a vanilla map
- Artillery Island WIP
- Should I drop a roboport or legs in favor of more solar cells? I'm always running out of power
Posted: 31 Jan 2020 06:39 PM PST
| ||
Why the new sounds are so weird atm. Small comparison video. (Turn on sound!) Posted: 01 Feb 2020 04:55 AM PST
| ||
Some milestones are not so great... like this power usage! Posted: 01 Feb 2020 02:50 AM PST
| ||
Posted: 31 Jan 2020 11:56 PM PST
| ||
Most of my mods, including Blueprint Extensions and Rail Tools, now work on 0.18 Posted: 31 Jan 2020 11:19 PM PST I've spent a giant chunk of today updating my quality-of-life mods to work on Factorio 0.18, as well as some general maintenance fixes. Here's a quick summary with abridged changelogs for everything: Blueprint Extensions:
RailTools:
QuickItemSwap:
SensibleStationNames:
TimeControl:
ModDeveloperTools:
TODO: BatteriesNotIncluded (an Electric Trains mod) and GhostBuster (Cancel deconstruction when placing a ghost of an entity on top of the same entity when that entity is marked for deconstruction) are not yet updated. No ETA on either yet. If you're a heavy user of either mod, let me know and I may adjust my priorities accordingly. [link] [comments] | ||
A Smaller Idiot-Proof Smart Reactor Posted: 31 Jan 2020 10:33 AM PST
| ||
I was about to suggest this feature, then i found it was already in the game! Posted: 01 Feb 2020 04:51 AM PST
| ||
After 130h, I finally send of my first rocket. Posted: 01 Feb 2020 07:20 AM PST
| ||
TIL; Automatically populate requester chests Posted: 01 Feb 2020 03:46 AM PST After over 2000 hours in this game I discovered today that you can Shift+Right click on a assembler then Shift+Left Click on a requester chest to automatically request the materials needed. God I love this game [link] [comments] | ||
Posted: 31 Jan 2020 09:05 PM PST
| ||
Self Contained Nuclear Power Plant Posted: 31 Jan 2020 11:11 PM PST
| ||
Compiling HDL to blueprint strings Posted: 31 Jan 2020 09:17 PM PST I've been thinking about translating VHDL or Verilog into Factorio circuits. This would have the amazing advantage of having more than one letter variable names, unlimited comments, and version control. Not to mention a lot of existing tools and libraries. However, I have never done anything like this, I think normal compilers are magic, and hardware compilers are black magic. So I thought I'd ask here before spending a huge amount of time doing the wrong thing. So first things first, which of the many projects to use? My current working theory is nextpnr, and specifically, that I have to implement this C++ API here to map the in-game components into the internal concepts used by this compiler. I think I even figured out how to map some of these concepts:
Now I have done some FPGA programming a while ago, and I can see a few problems with this. First, on a real FPGA, you have a fixed set of stuff you can use in fixed locations. Here, I can just place arbitrary amounts of whatever I feel like. I think it might be possible to limit the design size to e.g. 32x32 tiles, have every possible combinator in every setup made available as BELs, and then just use the checkBelAvail function to make sure it's not putting them on top of each other. I am however concerned that this is way too many possibilities, and I'll need a computer bigger than the observable universe to actually compile anything. Second, no LUTs. (Lookup table, basically an arbitrary binary function. They are awesome.) It's like the default way to do anything, if there is no specific components (adders or whatever) available for it, that part of your design will go into LUTs. I can probably make them by hand, and make them available as BELs but they would be a huge constant combinator + multiplexer array, which would look ugly, and consume a lot of power. Third, is this all? If I correctly implement the API, will I be immediately able to compile an existing RISC-V processor design and use it in game? It seems to me like there is not enough information there. How will the compiler know where it should put things, or which components to use? All I can tell it is what's possible. [link] [comments] | ||
Posted: 01 Feb 2020 12:20 AM PST
| ||
Posted: 01 Feb 2020 05:25 AM PST Basically a mod that you could choose which recipes based on versions so you could update but still play some of your old saves. [link] [comments] | ||
Posted: 01 Feb 2020 02:55 AM PST | ||
What's your perfect map generator parameters for a long term game? Posted: 01 Feb 2020 05:17 AM PST I have just over 100 hours in the game, and 70 of those have been on one map. However I've started to realize that map generator parameters I chose weren't so ideal. Here is my map exchange string: https://pastebin.com/raw/Ce2a3LvJ I'm finding it very hard to explore what's out there, not because of biters but because of water. Also, whilst ore is dense it still runs out quickly and the aforementioned water stops me finding new patches. So please share your ideal map and why you like it so much! [link] [comments] | ||
Can I ask for a refund via Steam if I play less than 2h of Factorio? Posted: 01 Feb 2020 02:15 AM PST | ||
Midgame automated bot construction blueprint Posted: 01 Feb 2020 07:57 AM PST
| ||
Celebrating MIRV mod update to 0.18 with launching them to sky! Posted: 31 Jan 2020 09:37 PM PST After this i will focus on upgrading my train network and launch some more MIRV for our beloved biter :) [link] [comments] | ||
Factorio is locked to a max of 60hz, but what about higher hz monitor use? Posted: 01 Feb 2020 07:15 AM PST I have a 100hz monitor and I swear I can tell an improvement from my cheaper 60hz laptop monitor, including the smoothness of viewing the belts and other linear actions on the screen... yet apparently the game's framerate goes no faster than 60hz for some reason? [link] [comments] | ||
Expansive base on a vanilla map Posted: 31 Jan 2020 11:33 PM PST
| ||
Posted: 31 Jan 2020 12:10 PM PST
| ||
Should I drop a roboport or legs in favor of more solar cells? I'm always running out of power Posted: 31 Jan 2020 08:29 AM PST
|
You are subscribed to email updates from Factorio. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment