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    Tuesday, February 18, 2020

    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 17 Feb 2020 10:04 AM PST

    Ask any questions you might have.

    Post your bug reports on the Official Forums


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    Find more in the sidebar ---->

    submitted by /u/AutoModerator
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    Forgot to turn off furnace, got stranded.

    Posted: 17 Feb 2020 06:51 PM PST

    Version 0.18.7

    Posted: 18 Feb 2020 07:13 AM PST

    Graphics

    • New visuals for poison capsule effect.
    • New dying effect and remnants for flying robots.

    Sounds

    • Entity destroyed alert - Sound softened and lowered in volume.
    • Weapon sounds (WIP) - new Pistol, Submachine gun, Gun turret, Laser turret.
    • Logistic chests open sound (WIP).
    • Poison capsule cloud (WIP).

    Bugfixes

    • Fixed that reordering heat buffers during the same tick a different heat buffer was built would leave the heat buffer state corrupted. more
    • Fixed that entity sounds with probabilities would loop forever once they started playing. more
    • Fixed rocket silo tooltip did not include contents of the rocket result inventory. more
    • Fixed that styles were applied to wrong slot in a filtered train view. more
    • Fixed that server authentication would fail if both the token and username and password were provided. more
    • Fixed that changing inserter pickup/dropoff through mods didn't work correctly. more
    • Fixed that combat robots had their fire resistance overwritten. more
    • Fixed that rolling stocks were not pulled correctly when train was moving through curved rails. more
    • Fixed that LuaEntityPrototype::burner_prototype didn't work for the burner-generator entity type. more
    • Fixed janky construction robot flying animation during repair work. more

    Scripting

    • Added optional LuaItemStack::build_blueprint raise_built.
    • Added LuaInventory::find_empty_stack(), count_empty_stacks(), and get_insertable_count().
    • Added LuaEntityPrototype::heat_energy_source_prototype, fluid_energy_source_prototype, and void_energy_source_prototype read.
    • Added LuaGameScript::encode_string() and decode_string().
    • Added on_player_set_quick_bar_slot.
    • Added on_pre_player_toggled_map_editor.
    • Removed LuaPlayer::name write. more
    • Removed core lualib util.encode() and util.decode().

    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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    I guess after 239 hours, my luck finally ran out (death by train)

    Posted: 17 Feb 2020 01:37 PM PST

    After many years of owning Factorio this is my first time finishing the game. I feel so satisfied.

    Posted: 17 Feb 2020 11:33 AM PST

    I made a mistake. a HUGE mistake! (Ignore the spaghetti)

    Posted: 18 Feb 2020 04:36 AM PST

    For my cakeday I give you all the proud result of 250 hours of refined engineering.

    Posted: 18 Feb 2020 12:44 AM PST

    What do you guys think of metal flooring ?

    Posted: 18 Feb 2020 05:05 AM PST

    Use iron and copper plate as flooring material I think would be pretty cool, especially for high-tech area.
    Also more powerful lamp pls.

    submitted by /u/generalecchi
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    Sushi belt factory - part of refinery, part of mall, part of science production. Yellow science production just started!

    Posted: 17 Feb 2020 11:29 AM PST

    Mod or Base game feature suggestion: a hotkey to hold which will force the cursor to only accept horizontal or verticle input from the mouse, not both. This will make placing belt ghosts in a straight line far easier.

    Posted: 17 Feb 2020 08:59 PM PST

    Use example:

    While placing belt ghosts you hold a hotkey and your cursor will only move forwards or backward along the plane the ghost belt is aligned to. Now you don't have to focus on moving your cursor in a perfectly straight line.

    After you're no longer placing belts you stop pressing the hotkey. Your cursor is free to move in 2d space once again and you continue building.

    Edit: I am aware of the feature involving WASD. My suggestion is for the edge case when you're placing belts ghosts and are unable or unwilling to move the engineer. Perhaps if you move you'll run over belts which will move your engineer and therefore your cursor (and you don't have a belt immunity module). Or maybe you're placing ghosts within a construction network via map mode and if you use WASD the map will scroll too fast and you won't get a solid line of belt.

    submitted by /u/CharlemagnetheBusy
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    I’m slowly making assets from Factorio in Dreams! Here is the Inserter.

    Posted: 17 Feb 2020 04:13 PM PST

    When the server anti grief requires you to play for a few hours before giving you access to bots but you automate the process.....

    Posted: 17 Feb 2020 03:13 PM PST

    This little trick I learned sure makes life easier.

    Posted: 18 Feb 2020 02:09 AM PST

    Today I learned that when you mouse over a placed item and press Q you will automatically select said item in your hands to place more of it.
    Even better, if you press Q when you mouse over an ore patch, you will automatically select your miner to place.

    submitted by /u/EvolGrinZ
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    Stacking furnaces.

    Posted: 18 Feb 2020 12:06 AM PST

    Starting a new World

    Posted: 18 Feb 2020 05:39 AM PST

    Okay, I'm starting all over again. I went with the sphaghetti factory on the first one. It got to the point where I had to automate robots if I wanted to do anything. Just barely manged to launch the rocket. I know about factorioprints and ratios, which I learned from reddit over the course of this first factory, but no I want to set up a neater factory, probably with the use of more trains, and with a more... Proper main bus. Likely also surrounded with turrets and other fortifications.

    Now that I managed to write this down, the idea is coming to my head much better than before. However, I will still request tips, since there's always something to learn in this game. I mean, looking at my nuclear setup now, it makes no sense, it makes no sense how it works, and it makes no sense as to why it works. There is no logic in it, and that's terrifying.

    Additional info that may help other peeps when they make suggestions. I use Bob'sInserters, since it allows you to customize all of the inserters at different levels of tech.

    submitted by /u/Alacieth
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    Find Waldo, Hint: He is sitting on a belt. Credit for screenshot: u/try_openstreetmap

    Posted: 18 Feb 2020 03:43 AM PST

    Tutorial is finally over!

    Posted: 18 Feb 2020 02:32 AM PST

    I managed to launch my first rocket! Proof: https://imgur.com/a/LKDdz2q

    My base is nothing special and I have turned off biters because they are spooky, and my factory only produces about 100 spm before we deduce the tithe to the bottleneck gods but I still love it.

    Strange (noob) facts about it my factory. Apart from the yellow inserters for green science I never automated any inserter production. Which come lategame where I needed the stack inserters for the speedmoded assemblers, was quite the drag but at that point I was so tired I couldn't be bothered. Next time this is gonna definitely change.

    I also never used beacons and I probably never will because I detest the impossibility of that technology and they ruin my immersion. (not that they're needed for a factory of this scale.)

    Lastly inspired by Andrew Yang presidential campaign I decided to make the campaign luddite, meaning I didn't use a single robot. (As to why did his work inspired me to do that I dont know I'm not even from the states and if I was I would be republican.) At least I snatched that sweet-sweet achievment with the requester chests.

    submitted by /u/jnzsblzs
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    Our 600 SPM Highly space efficient Block

    Posted: 17 Feb 2020 01:47 PM PST

    Our 600 SPM Highly space efficient Block

    https://preview.redd.it/3n280ul91kh41.jpg?width=1390&format=pjpg&auto=webp&s=8b0381497923430675a18ed95a9e04d8b1f3afdb

    Hello,

    This was a 2 men job for the last few months,

    Blueprint Link

    Just feed in Raw materials and let it take care of the rest,

    Everything is done in house except iron/copper smelting. Also the is no bots.

    Thanks to Kirkmcdonald's factorio calculator for the maths,

    https://preview.redd.it/2j5sr2te1kh41.png?width=420&format=png&auto=webp&s=ea04eb766b49ecbe6a1c4775c1e1c3eb7bb598dc

    submitted by /u/Mervild
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    Same name disabled train stop issue

    Posted: 18 Feb 2020 05:14 AM PST

    Same name disabled train stop issue

    The lower five colinear train stations are called \"Refueling\", the stop where the train is at, is called \"Solid Fuel\"

    My train is supposed to pickup solid fuel at "Solid Fuel", where it currently is, and to distribute it do any non-disabled trainstation called Refueling.

    It worked fine for the first two "Refueling" stations from the right, the ones that are closest to "solid fuel". But now after picking up solid fuel, the train stops in the position where it is in the screenshots, even though the two stations on the right are disabled.

    At first i though it was a signal issue, but then i realized, the train was choosing the curvy path which was blocked (see next screenshot or the route in the first one), instead of the straight free one. So it must be related to the cost of the path.

    How can i resolve this issue? The refueling train should never use the upper straight track, but always the lower one... I really dont like just plopping down a bunch of signals to mess with the path costs.

    Train choosing cheap path, which is blocked, instead of free path.

    Signal view of a refueling train stop

    Signal view of solid fuel train stop

    submitted by /u/Toastgeraet
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    We have decided to play a forest map and ... to destroy it. 2 hours later !!

    Posted: 17 Feb 2020 02:40 PM PST

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