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    Wednesday, April 8, 2020

    Factorio Version 0.18.18

    Factorio Version 0.18.18


    Version 0.18.18

    Posted: 08 Apr 2020 08:07 AM PDT

    Changes

    • Adjusted steam engine and turbine collision boxes so player can walk between two steam engines.
    • Roboports allow exporting both logistics and robot stats at the same time. more

    Graphics

    • Added offshore pump remnants.
    • Added new dying effects for biters, spitters, worms, and spawners.

    Gui

    • Added confirmation box for deleting blueprint book.

    Sounds

    • New or updated sound effects include:
    • Transport belts - new concept for these sounds.
    • Turrets rotation sounds and fold/unfold.
    • Weapons improved and made more powerful, e.g. submachine gun, shotgun, gun turret, vehicle machine gun, Laser and electric beam.
    • Particles: Water splashes, Tree debris.
    • Various mix level tweaks including the train, enemies.
    • Attenuations (audible distance) adjusted for entities such as Pipe, Substation and Offshore Pump.
    • New sound when walking over ore patches.
    • Default Sound Settings Updated:
    • Music, Game Effects and Walking sound lowered, Environment sounds and Master Level raised.
    • Zoom audible distance and volume levels adjusted.
    • Maximum Environment Sounds increased (edited).

    Bugfixes

    • Fixed mining entity with randomized mining result amount would never return the largest defined amount. more
    • Fixed crash when loading replay. more
    • Fixed reading LuaPlayer::entity_copy_source when the player is dead. more
    • Fixed that upgrading and delivering modules at the same time didn't work right. more
    • Fixed a crash when closing the game while some GUIs are shown. more
    • Fixed crash when setting max_group_gathering_time and min_group_gathering_time to the same value. more
    • Fixed discharge defense equipment had the wrong sprite in the equipment grid. more
    • Fixed that artillery wagons wouldn't show out of ammo icons. more
    • Fixed that modded cargo wagon colors wouldn't copy correctly through blueprints. more
    • Fixed furnaces with recipes using fluid ingredients could cause crash. more
    • Fixed a crash when removing a player that has modded associated character entities. more

    Modding

    • Furnaces now ignore off_when_no_fluid_recipe property of their fluid box definition. Fluid boxes will not be disabled based on enabled recipes. more
    • Changed colored concrete tiles to be non-mineable.

    Scripting

    • Added LuaEquipmentPrototype::automatic.
    • Added "include_entities", "include_trains", "include_station_names", and "include_modules" fields to LuaItemStack::create_blueprint.
    • Added LuaRoboportControlBehaviour::read_logistics and read_robot_stats
    • Removed LuaRoboportControlBehaviour::mode_of_operations

    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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    Factorio Crossing (Parody)

    Posted: 07 Apr 2020 10:22 PM PDT

    At mining productivity 360, you can fill a blue belt with a single drill

    Posted: 08 Apr 2020 08:13 AM PDT

    Watching robots rebuild after a nuke is so satisfying

    Posted: 07 Apr 2020 10:16 AM PDT

    I might have a problem...

    Posted: 08 Apr 2020 07:59 AM PDT

    first time launch the rocket in 16hrs. with lazy bstrd. havent understand bot yet. the map is med island with max starting area so no bitter :D

    Posted: 08 Apr 2020 05:52 AM PDT

    Clusterio 2.0 Developments - alpha stage reached

    Posted: 08 Apr 2020 02:18 AM PDT

    first playthrough base, railway leads to oil and ive managed to automate all sciences up to chemical, thoughts?

    Posted: 08 Apr 2020 08:48 AM PDT

    I hope you enjoy the hand drawn factorio!

    Posted: 08 Apr 2020 10:39 AM PDT

    Introduced my brother to the game - his first mining setup (embrace the spaghetti!)

    Posted: 08 Apr 2020 06:03 AM PDT

    Want to quickly determine how many furnaces you need? This spreadsheet will help

    Posted: 08 Apr 2020 05:40 AM PDT

    I updated an old spreadsheet I made to quickly determine how many furnaces you need of each type with different speed modifiers, depending on how many miners you have with the right productivity bonus.

    I know about Kirk's calculator. The spreadsheet is a different tool for a different situation.

    The rows show the amount of mining drills and the columns the amount of furnaces, and cells within are the ratio between them. Less than 100% means you smelt ore faster than you mine it. More than 100% means you are creating more ore than you are smelting it. The most efficient mining+smelting site would be the closest to 100%.

    This Spreadsheet. The numbers in the green range are changable.

    submitted by /u/Cameltoetem
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    Guide to creating your very own Vanilla Logistics Train Network

    Posted: 07 Apr 2020 07:29 PM PDT

    Recently I've seen some posts popping up asking for help with their train network, so I thought I should show off my train network. Whether if be to setup refueling, introducing train stops with the same name, or solving the dreaded "train rush", they all could do with a train network. This train network works in vanilla, no mods required. if all you're after is the blueprint book, then here it is. Also includes Oil stations with built-in balancing of loading and unloading.

    Advantages

    • Easily Blueprinted
    • Stations have the same name (for each item)
    • Global circuit network lets you know how many loads are being requested and how many loads are available
    • Network sends out the correct number of trains to fulfill all the requests
    • Can easily be integrated into large or small networks
    • Works well with any kind of base (train bases, duh) such as city blocks or to serve multiple outpost bases
    • Works with fluids (see blueprint book above)

    Disadvantages

    • Needs more rails than a normal network would
    • Have to setup two depo/wait stations (i dont think its a negative but i know some people do)
    • Trains can still path to the same station even if a station only requested 1 load / has 1 load available, but trains will repath.
    • Probably more but i cant think of any additions

    Introduction

    The schedule of all trains works by having the trains start at the "Wait To Load" station. Once an empty train receives that a load is available, it will be sent to load up (if it condition is met) and then arrive at "Wait to Unload" and will wait until a request is received, then it will be dispatched (if the condition is met) and the process starts over. If you want this to work for multiple trains, just change the >0 to >1 on the second train and >2 on the third train etc. Essentially, the network will read a request and the first train, >0, is sent out. If you have multiple unloading stations, the first train can't service them all fast enough which means the network will eventually read 2 and send out the second train, >1, then eventually >2 etc, etc, etc until all requests are fulfilled and the process restarts. The trains follow this logic for both loading and unloading, which is crucial because otherwise train rushes would happen if you leave multiple at >0 or >1, etc. ABSOLUTELY every station must be connected to each other f you want it to work how its intended. Just connect red and green wire where shown in the screen shots below or the blueprint book above.

    Loading Stations

    The loading stations work by connecting all the chests to an arithmetic combinator and dividing the input by a full train load. Full train loads calculation: Stack size * 40 * Number of wagons. Larger train loads are recommended for larger bases.My current base running 200SPM + more, uses roughly 20 1-4 trains with nuclear fuel and can keep up just fine, but i wish i had larger trains to ease the pressure (but i cant be bothered to change them to 3-8 stations)

    Wait to Unload stations

    Wait To Unload Station will have every train pathing to it after taking on a full load of cargo. Trains wait here until they receive their respective signal for their cargo and if the condition is met, the train leaves to the unloading station. The reason the combinator multiplies by 1 is because the trains were being sent out at the same time the corresponding station turned on. This meant that the train had to go through the entire schedule before they got to the end.

    Unloading Stations

    The Unloading Stations are setup to read the number of loads currently sitting at the base thats using them. The second arithmetic combinator decides how many full train loads you would like to always be present. If this number falls below that amount, it will send a signal onto the network requesting a train load of that type. Once the train is empty, it will be sent to the next station.

    Wait to Load Station

    Wait to Load Stations are basically the same as the wait to unload stations but instead of fulfilling requests without a train rush, its loading up on cargo without a train rush. Without this station, and with more requests than available loads, trains will all rush together where only one will be get loaded with cargo. This is puts unwanted strain on the network, causing other trains to slow down which we don't want.

    Tips and tricks

    • To speedup train response time, you should place a "wait to unload" close by to every "resource - load" station and a "wait to load" station close to every "resource unload" station.
    • You can have multiple wait to load & unload stations. This way trains dont have to path all the way across the map to stop at a depo and then travel back all the way across the map gain, every time.

    if you see any issues, let me know and I'll fix them! :D

    submitted by /u/PlasticAlbatross
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    Lie low and bid your time... 22hrs in, 0.413 evolution, 0 turrets

    Posted: 08 Apr 2020 09:31 AM PDT

    Our first Krastorio 2 playthrogh (Spaghetti is love - Spaghetti is life)

    Posted: 08 Apr 2020 09:32 AM PDT

    Is this anyone else's favorite part of the game?

    Posted: 07 Apr 2020 02:59 PM PDT

    Is it more effective to transport resources with belt or mass produce logistics bots and exclusively use them?

    Posted: 08 Apr 2020 06:59 AM PDT

    Mod that builds blueprints when you hover the item over the ghost print

    Posted: 08 Apr 2020 08:03 AM PDT

    I was playing around in multiplayer and came across an awesome mod that will build an item if 1) you have the item selected from your inventory and 2) the cursor is on the ghost print (or dragged across). For example, if you had a ghost print of 10 inserters in a line, but oriented differently, you could simply select the inserter from your inventory and drag the cursor across the ghost prints. Each inserter would be placed with the correct orientation.

    Does anyone know the name of this mod? I accidentally removed it when cleaning out my mod list. I tried out Autobuild and Bluebuild, but neither were what I was looking for.

    submitted by /u/MetalNutSack
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    One saturated yellow belt in seablock

    Posted: 07 Apr 2020 08:00 PM PDT

    With COVID-19 keeping me house-bound, decided to go for some achievements. Just finished 'There is no spoon' in 6:17

    Posted: 08 Apr 2020 10:37 AM PDT

    Iron Plate ratios question

    Posted: 08 Apr 2020 09:58 AM PDT

    Hello everyone, I've had this game for quite a while and recently I managed to finish it by sending a rocket to space (yay). However in that playthrough I didn't really do it quite properly, the ratios were way off for almost everything, I would just add stuff whenever I saw bottlenecks.

    I started another playthrough on expensive this time but without enemies and I decided I wanted to be more scientific about it and actually do some ratios math and balance things properly. First I made a small base where I did a bit of research to get going, built a car and left to find a better spot with a lot more resources and I did find quite a good place.

    So I started building a small factory module to build iron plates. I did the math using the values provided by the factorio wiki related to mining and crafting and figured I need 5 electric mining drills and 8 stone furnaces.

    5 * 0.5 = 8 * 0.3125 = 2.5

    However I wanted to fill an entire yellow transport belt which has a throughput of 15 items per second (7.5 per lane). So I raised up to 30 mining drills and 48 stone furnaces.

    30 * 0.5 = 48 * 0.3125 = 15

    I arranged the drills in such that I get balanced lanes and it looked good. When I started the whole thing though it seemed that iron ore would start to gather up on the belt and that the production tab also showed that I was producing 900 iron ores per minute but I was producing only around ~850 iron plates per minute.

    I added 2 more stone furnaces and this seemed too much as they weren't always working, however with only 1 additional furnace it seems ok. So I have 30 drills and 49 stone furnaces and this looks ok. The question is why wasn't 48 enough? Did I make a mistake in my math or something?

    Here is a picture of how the setup looks: https://imgur.com/a/2zjgPrl

    submitted by /u/tibithegreat
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    Krastorio MegaBase

    Posted: 07 Apr 2020 07:47 PM PDT

    A small poem I made.

    Posted: 07 Apr 2020 04:01 PM PDT

    I made a small poem about Factorio, I'm bad a English so don't be mad pls. Also leave any suggestions in the comments c: .

    The factory continues to call for me,

    Until I can't let it be.

    I expand upon it for hours,

    Until I can't see my garden's flowers.

    I build it through the blight,

    All throughout the night.

    When I finally get to space,

    I can end the case.

    But I will forever know,

    The Factory Must Grow.

    submitted by /u/mycatisinapiano
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    Tower defense sub game/mod

    Posted: 07 Apr 2020 11:58 PM PDT

    Has anyone done or considered doing a tower defense set up with using factorio it seems like the perfect game.

    I used to play many different custom games with Starcraft that were Tower Defense based. I think factorio has everything in place to make an amazing mod/custom game play.

    I'm currently unable to look any up but if someone can point me in the direction of anyone that's thought of this idea I would appreciate it.

    submitted by /u/Alaskan-Jay
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