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    Tuesday, March 17, 2020

    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 16 Mar 2020 11:05 AM PDT

    Ask any questions you might have.

    Post your bug reports on the Official Forums


    Previous Threads


    Subreddit rules

    Discord server (and IRC)

    Find more in the sidebar ---->

    submitted by /u/AutoModerator
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    Version 0.18.13

    Posted: 17 Mar 2020 07:06 AM PDT

    Gui

    • The character GUI now has a new look.
    • Personal logistics has been moved to a separate tab. Logistic requests and auto trash have been merged into one panel.
    • Using quick inventory transfers in the player inventory of the character gui will transfer the items either to weapons and armor slots or to trash slots depending on the selected tab, regardless of item type.
    • Updated the look of filter, item and circuit signal selection GUIs.

    Changes

    • Personal logistics are now unlocked by a single research. This unlocks personal logistic requests and auto trash(unlimited count), plus 30 character trash slots.
    • Removed the restriction of not allowing to have two identical blueprints in the blueprint library or blueprint book.
    • Allowed to delete blueprint/books/upgrade planners/deconstruction planners also when opened in other inventory.
    • Removed the utility slots (to create blueprint, book etc) from blueprint library as it is now available directly through quick tools menu.
    • Allowed to edit blueprints in the blueprint library the same way as when it is an item.
    • Allowed to export blueprint books in blueprint library (it was only possible in inventory before).
    • Allowed to choose whether train fuel should be included in a blueprint.

    Bugfixes

    • Fixed that 3rd last row of 4th sheet of gun turret shooting had duplicate frame. more
    • Fixed desync when changing recipe that was outputting large amount of fluid per crafting cycle to recipe that outputs low amount of fluid. more
    • Fixed sprite button would not respect draw_shadow_under_picture style property. more

    Modding

    • Added main_menu_background_image_location to utility constants.

    Scripting

    • Removed LuaStyle::extra_padding_when_activated read/write.
    • Added LuaStyle::extra_top_padding_when_activated, extra_bottom_padding_when_activated, extra_left_padding_when_activated and extra_right_padding_when_activated read/write.

    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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    Von Neumann Computer in Factorio

    Posted: 17 Mar 2020 05:58 AM PDT

    Me and my friends pet, his name is Exile. He used to like attacking us and destroying walls, but after some hours of training and pointing a gun at him he has finally calmed down and just likes to hangout. We plan to move him to a better location after some time (after we get construction robots)

    Posted: 16 Mar 2020 05:39 PM PDT

    Recently got my first train!

    Posted: 17 Mar 2020 12:17 AM PDT

    welp, 21 hours later I finished my first game. On a ribbon world no less!

    Posted: 17 Mar 2020 01:39 AM PDT

    Why is artillery able to auto-target biter bases hidden in the fog of war?

    Posted: 17 Mar 2020 12:35 AM PDT

    Intuitively it seems like artillery should only be able to auto-target enemy bases that show up on radar pings, instead of any/all bases in range as it is currently, unless I'm just missing when the radar pings happen.

    If artillery only targeted bases that show up on radar pings, biter bases would likely sneak up a bit closer to turret walls, fog of war would feel a bit more uncertain, and biters might attack the base at different points organically once again like in early/mid game as they'll be further in the pollution cloud.
    Is there a reason for this choice such as UPS cost, or perhaps it breaks the game balance?

    submitted by /u/FIFO-for-LIFO
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    Seeing how many more science packs the current tech needs?

    Posted: 17 Mar 2020 07:30 AM PDT

    I've tried Google for this, and can't seem to find anything, but maybe I'm not using the right search terms. Is there a way (vanilla or mod) to see how many science packs are needed to complete the tech currently being researched? The green progress bar is nice and all, but it isn't quite enough information for my needs.

    Unrelatedly, I tried to use "Question" as my flair and could not hit the "Apply" button, so it wouldn't "take"...

    submitted by /u/gena_st
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    What do you think of my spaghetti?

    Posted: 17 Mar 2020 12:18 AM PDT

    Spaghetti storage

    Posted: 17 Mar 2020 06:06 AM PDT

    The Factory Must Grow!

    Posted: 16 Mar 2020 07:42 PM PDT

    With the corona Virus spreading an increasing number of people are being kept indoors so now is our time to grow our factories as far as the eye can see and give in to the addiction that is factorio. Since we are on a planet with no other people around we don't have to worry much. So stay safe, wash your hands and expand the factory.

    submitted by /u/Sans2447
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    Railroads design questions

    Posted: 17 Mar 2020 06:54 AM PDT

    Railroads design questions

    Hi ! I'm currently trying to design my railroads for my new map. I watched / read a bunch of tutorials about it, but wasn't sure if what I came up with was good to avoid bottlenecks in the long run. Mainly about the rail / chain signals placement on the rails.

    I tried to compare it with blueprints I found but even them sometimes don't seems to use signals as shown in the tutorials.

    My goal is to have a nice ''flow'', without having trains stopping all the times. Thanks to anyone who's willing to give their two cents about it !

    • Longuest train will have a lenght of 4.
    • I won't have too much trains on the network, so 2 rails / direction should be enough. (I think..)

    https://preview.redd.it/gzc8ktn1l8n41.png?width=3840&format=png&auto=webp&s=8095301edbac8216101486bab41abb1072dc03ea

    https://preview.redd.it/0t9oybi3l8n41.jpg?width=1920&format=pjpg&auto=webp&s=de444f9d58eba7aa8490b70bab00387a64a15efe

    submitted by /u/DrPoivre
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    The main menu could contain a little red number beside the "Mods" button if there are updates available for mods

    Posted: 17 Mar 2020 05:34 AM PDT

    I started the game, steam ought to take care of any updates of the game, but after playing for a bit I noticed that some mod must have broken. Sure enough there was an update, which I had to manually go looking for.

    submitted by /u/teagonia
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    12 beaconed most compact smelting: 1 fully compressed blue belt of output

    Posted: 16 Mar 2020 05:21 PM PDT

    How starting a new game works?

    Posted: 16 Mar 2020 11:43 PM PDT

    So there was this FFF that said you'd start with broken pieces of a ship and resource crates around you when you start the game but this was in some kind of tutorial mission I think. I think that this is now being scrapped by devs. However, is there not a tick box for a 'Quick Start' where you have these broken pieces and resources around you at start so you can go from there (using the pieces as buildings too like the FFF said) as opposed to a truly blank slate? The reason I'm asking is I'm interested in this way of starting the game as it sounds to me like it's a natural way to begin... You crash your ship into a world and use what's left to begin. Whereas its always been that you start game then you just begin your existence with nothing. So is this a still a thing?

    Haven't played for a year because of other games 🙄

    submitted by /u/Bielbo
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    I want to design a train base for a Pyanodons run but I have no idea where to start

    Posted: 16 Mar 2020 11:36 PM PDT

    I've quickly realized using bots for everything is going to destroy my UPS/FPS and I haven't even made it to chemical science.

    I want to know what sort of stuff i should be doing in order to design ah efficient train tile

    Anything helps~

    submitted by /u/NyagiNeko
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    Invasion Prep complete. D-Day Beach landing to commence soon.

    Posted: 16 Mar 2020 10:56 AM PDT

    Simple timer/counter

    Posted: 17 Mar 2020 05:03 AM PDT

    To the greater hive factorio mind, is there a mod that sits in the corner of your screen and shows you how long it been since a certain event? ideally i would like to know the intervals between rocket launches for example.

    Thanks in advance, the factory must grow!

    submitted by /u/Hawesy606
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    Circuit question: extracting largest single signal value from a wire

    Posted: 16 Mar 2020 08:04 PM PDT

    Hi folks. If I have a wire with many different signals on it, how would I extract the value of the largest signal from that wire? Apologies if this has been answered elsewhere..

    submitted by /u/__chvb
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    My symmetrical spaghetti Kovarex setup using only belts, inserters, splitters, and undergrounds!

    Posted: 16 Mar 2020 01:46 PM PDT

    is there a way to get a saved game back?

    Posted: 17 Mar 2020 03:51 AM PDT

    i accidently saved a game on my 14 hour game is there any way i can get it back. i also got a 7 hour save game of this map

    submitted by /u/meeegat
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