• Breaking News

    Monday, April 20, 2020

    Factorio In memorium of John Conway, an implementation of the Game of Life in Factorio. This pattern is known as a Pentadecathlon, because it has period 15. Enjoy!

    Factorio In memorium of John Conway, an implementation of the Game of Life in Factorio. This pattern is known as a Pentadecathlon, because it has period 15. Enjoy!


    In memorium of John Conway, an implementation of the Game of Life in Factorio. This pattern is known as a Pentadecathlon, because it has period 15. Enjoy!

    Posted: 19 Apr 2020 06:48 PM PDT

    I made a thing (2700 SPM "Xeno-Factory" blueprint). Can I sleep now?

    Posted: 20 Apr 2020 05:25 AM PDT

    Preparing for the first 500 SPM megabase took all night... Tomorrow I'll still be calculating all the bus components and refactoring my excel spreadsheet, lol...

    Posted: 20 Apr 2020 01:29 AM PDT

    Version 0.18.19

    Posted: 20 Apr 2020 04:51 AM PDT

    Bugfixes

    • Fixed a crash when loading saves from 0.18.12 and older while re-spawning and having personal logistics researched. more
    • Fixed offshore pump selection box to match the new graphics. more
    • Fixed possible performance issue related to animated trees in OpenGL rendering backend. more
    • Fixed opening the character GUI through hotkey when the logistic tab isn't visible. more
    • Fixed that curved rail ghosts selection didn't work quite right. more
    • Fixed that the offshore pump would play sounds even when it wasn't doing anything. more
    • Fixed wrong Lua docs for LuaCommandProcessor::add_command. more
    • Fixed a desync when personal logistics is researched while a player is disconnected from the server with personal logistics disabled. more
    • Fixed a crash when moving armors around in other players inventories in multiplayer. more
    • Fixed a regression issue with the select-a-signal GUI related to group ordering. more
    • Fixed that trying to load a save created from a scenario in a now disabled/removed mod would crash the game. more
    • Fixed a crash when trying to join games through Steam when the Steam API fails to initialize.
    • Fixed that the character corpse wasn't included in the post-player-died event 'corpses' parameter. more
    • Fixed that trains pathfinder could create non contiguous path in case of single segment cycle with a single train stop. more

    Modding

    • Added warning for empty layers in sprite or animation definition. In next release, this will become an error. more
    • Added a check to make sure placeable_by.count isn't larger than the placeable_by.item.stack_size. more
    • Added support to play sounds when left clicking radio buttons and checkboxes.
    • Added ParticlePrototype::fade_away_duration and vertical_acceleration.
    • Rolling stock entities can no longer have next_upgrade set.
    • Added support for rotated_sound on entity prototypes.

    Scripting

    • Fixed that LuaEntityPrototype::fluidbox_prototypes didn't include fluid energy source fluidbox prototypes.
    • Added LuaEntity::productivity_bonus, pollution_bonus, speed_bonus, and consumption_bonus read.
    • Added LuaGameScript::create_inventory() and get_script_inventories().
    • Added LuaInventory::destroy() and resize().
    • Added LuaInventory::mod_owner read.
    • Added LuaEntityPrototype::adjacent_tile_collision_box, adjacent_tile_collision_mask, adjacent_tile_collision_test, center_collision_mask read to access new offshore pump prototype properties.
    • Added "final-health" to the entity-damaged event.
    • Added "final-health" to the entity-damaged event filter.
    • Added LuaGameScript::max_force_distraction_distance, max_force_distraction_chunk_distance, max_electric_pole_supply_area_distance, max_electric_pole_connection_distance, max_beacon_supply_area_distance, max_gate_activation_distance, max_inserter_reach_distance, max_pipe_to_ground_distance, max_underground_belt_distance read.
    • Added LuaEntity::deplete().

    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]

    Nice peninsula map. String in comments.

    Posted: 20 Apr 2020 06:00 AM PDT

    <3

    Posted: 19 Apr 2020 11:44 AM PDT

    After 7 hours and I'm done with the tutorial ! Tbh really wasn't trying to rush through it as I wanted to get everything right. Well off to start a new world. Wish me luck !

    Posted: 20 Apr 2020 01:09 AM PDT

    I build an outpost on a multiplayer map

    Posted: 20 Apr 2020 02:42 AM PDT

    I build an outpost on a multiplayer map which produces blue chips and ships them to the mainbase. In case the mainbase don't need more bluechips, it send the green chips to the mainbase. And in case it does not need the green chips it sends the copper to the mainbase. (all by train)

    I love my outpost and wonder if we could get a server running where everyone builds his own base and produces something, and then sends them to the central base where it all comes togeter.

    For example, I do red chips, another one does a ton of steel. The next makes batteries and robots and stuff. Or maybe someone makes science packs. And so on.

    In the end we have 10 different bases all producing something else and all ship them to the main base. Or maybe they also trade in between bases.

    Would other people be interessted in this? This works much better on a no biter server :)

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

    The inconsistency is disgusting, the game is unplayable and I want a refund!

    Posted: 20 Apr 2020 05:40 AM PDT

    44 hours in my first factory vs 44 hours in my second. Lots of Trial and Error, and learning. Still no rocket, but I'm close. I know I'm doing everything wrong, but it's great to see actual progress.

    Posted: 19 Apr 2020 04:44 PM PDT

    BobAAAces Science Book @90/min SPM - Version 0.18 - Zoom Image

    Posted: 19 Apr 2020 05:45 PM PDT

    Additional features to launching satellites: They should uncover in massive range undiscovered areas around launching zone.

    Posted: 19 Apr 2020 11:07 PM PDT

    It would be a cool and balanced endgame feature to make some use for launching rockets, especially for satellite...

    By "uncover" I mean not as a constant view zone and substitution for radars, but just a single big reveal in a massive radius undiscovered areas, so you don't get additional lags every time you are launching rockets.

    This would be useful because sometimes you are actually lacking information from maximum radar view and you have to run through biters to watch terrain, ores, or pull power with dozens of radars.... There are mods for radars, but, I think it would be a nice, cool, interesting and balanced feature to have in vanilla Factorio...

    Also, at least for me, satellites were always perceiving as some wierd and additional intermediate component that is made only to make additional demand for high-tier resources for infinite science...

    Wierd because it's an intermediate product that you can't use productivity on it, it's almost the most endgame boss item, mb is the most dense item by resources, and you use it inside the unique game mechanic structure for the very endgame, but you craft it on the assembly... I somewhat expect it to be as a cherry on top of rocket silo, and rocket, but it feels like you are progressing back after interacting with a rocket silo... It's like fighting the most endgame boss in RPG, and in his final stage he is turning into a plain slime mob with a name Greg... and he is the last boss just because of numbers...

    Also the thing that you can "win" the game without it... It would be cool if it at least had some mechanics other than being intermediate.

    Few times, I even had thought about how satellites should be 0.5 second craft instead of 5 — so at least it would have a meme potential, that you crafting a whole satellite for 0.5 sec and then putting it to your pocket....

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

    18-192 Train snaking through new outpost design.

    Posted: 19 Apr 2020 09:51 PM PDT

    Ping/jumps tricks

    Posted: 20 Apr 2020 05:27 AM PDT

    Are there some tricks to deal with ping issues in multiplayer (2 players, < 1 hour play, small base : lot's of freezes and jumps) ? - we tried a headless server - we dedicated ports

    The best way to deal with this is to play ALONE, which makes me quite sad.

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

    I make-a da spaghet

    Posted: 20 Apr 2020 05:12 AM PDT

    Request: a modifier key to restrict car steering to 8 directions.

    Posted: 19 Apr 2020 10:47 AM PDT

    I've got awesome concrete roads and I can hit great speed, but I have to constantly steer back and forth over the center line to stay on the road.

    I've constantly wished I could hold shift and tap A/D to go straight up, straight left, or 45 degrees between. Occasionally I will hit "straight up" while on the road and I can just lay on the accelerator until I get to the far end... it's glorious.

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

    Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!

    Posted: 19 Apr 2020 02:06 PM PDT

    Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!

    I got thoroughly nerdsniped by a comment about making a nuclear reactor for a 9-tile high ribbon world (meaning that with a railway, the entire reactor setup can be only 7 tiles high), and it got me wondering what is the maximum possible. During the process I learned a lot about fluid/heat mechanics, and ultimately I came up with a design, which I don't think can be improved anymore.

    Beat my 728MW setup and prove me wrong! (I'm probably wrong!).

    Below is my working design:

    https://www.youtube.com/watch?v=B_hN1vbnfbc

    To enter the contest, read the forum post at

    https://forums.factorio.com/viewtopic.php?f=5&t=83935

    Looking forward to some cool designs!

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

    accidentally thought railway needed stone bricks instead of just regular stone

    Posted: 19 Apr 2020 05:10 PM PDT

    Inspired by u/TheSwitchBlade post with Sierpinski triangles I made a 1D cellular automat for all combinations. Here is Rule 110. (More info inside)

    Posted: 20 Apr 2020 07:52 AM PDT

    This game hits that spot.. and a question about mods

    Posted: 20 Apr 2020 07:21 AM PDT

    I've heard of Factorio for years it seems and have always shrugged it off as a 'factory simulator'. Been a pretty dedicated expert style modded mc fan because I loved the automation challenges a lot of the packs provide.

    Bored, I decided to try out the demo and ended up buying the game 20 minutes later on Saturday. I have no idea where the hell the weekend went but this game just hits that sweet spot for satisfying that need to create elaborate automation processes.

    Now, I normally don't play vanilla versions for games for very long. Is there a point in which it's recommended to start adding mods? I know once you go modded, it's really hard to go back in any game and I don't want to ruin the fun I'm having now (if I'm making any sense?).

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

    This hurts to look at, but this was my first world. Took me 22 hours in 4 days

    Posted: 19 Apr 2020 08:58 AM PDT

    Potential bug: Inconsistent radar power consumption

    Posted: 19 Apr 2020 05:58 PM PDT

    No comments:

    Post a Comment