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    Friday, April 24, 2020

    Factorio Version 0.18.21

    Factorio Version 0.18.21


    Version 0.18.21

    Posted: 24 Apr 2020 02:29 AM PDT

    Bugfixes

    • Fixed that the mod settings GUI was only showing hidden settings. more
    • Fixed crash in mod updater. more

    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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    me and the boys blueprinting the whole factory

    Posted: 24 Apr 2020 04:24 AM PDT

    When you translate a bit and then come back to translate more but the game is already updated

    Posted: 24 Apr 2020 01:29 AM PDT

    Frist time messing with circuits. Managed to make an on/off switch for my boilers, without looking at any guides. Turns on at 20%, off at 80.

    Posted: 24 Apr 2020 02:47 AM PDT

    Compact 75 Blue-Circuit / Min; Semi-tileable + Bus-friendly + Perfect Ratio + Semi-aBeaconable

    Posted: 23 Apr 2020 10:16 PM PDT

    Aesthetic Bridge

    Posted: 23 Apr 2020 09:28 PM PDT

    Aesthetic Bridge

    I love aesthetics in any game and I always end up spending hours upon hours just making things look pretty, however they usually have to be functional too.

    I thought I'd share a bridge I just created so that my trains don't have to come through the main wall!

    https://preview.redd.it/w4eyjbtb1pu41.png?width=2474&format=png&auto=webp&s=fc975ede490224038c6d022692dce904a28ffcfc

    submitted by /u/Mesheybabes
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    A minimum Octilinear Steiner Tree connecting all resource patches in my map

    Posted: 24 Apr 2020 07:50 AM PDT

    Version 0.18.20

    Posted: 23 Apr 2020 11:39 PM PDT

    Features

    Changes

    • Moved Compilatron and Compilatron speech-bubble entities from demo to base game files.
    • Removed Introduction Campaign.
    • Removed Compilatron chest, Compilatron roboport, Compilatron logistic chest.
    • Removed Tutorial/Campaign Lualib (base/lualib).
    • Removed other campaign-only prototypes, such as styles, sprites, sounds.

    Bugfixes

    • Fixed that thumbnails wouldn't show in the update-mods tab of the mods GUI. more
    • Fixed that LuaSurface::spill_item_stacks return value didn't work correctly. more
    • Fixed that the research progress of the current tier showed for next queued tier in the technology GUI. more
    • Fixed that the game didn't validate modded rail-planner item type values and would crash in some cases. more
    • Fixed that modded units with consider-tile-transitions in their collision mask would cause the pathfinder to crash. more

    Modding

    • Empty layers in sprite or animation definition will yield an error now. more
    • Added support for playing a sound when using smart-pipette.
    • Added support for playing activate/deactivate sounds for night vision.
    • Added support for playing a sound while an resource-style is being mined through mining_sound.
    • Added mod-setting value "hidden" to hide mod settings from the GUI.
    • Added 'invoke-tile-trigger' and 'destroy-decoratives' trigger effects.
    • Added 'rotate-offsets' to the create-particle trigger effect.
    • Added 'trigger_effect' to tiles. It is called with the 'invoke-tile-trigger' trigger effect.
    • Added 'trigger_effect' to decoratives. It is called when the decorative is destroyed with the 'destroy-decorative' trigger effect.

    Scripting

    • Added on_pre_script_inventory_resized and on_script_inventory_resized events.
    • Added 'allow_paths_through_own_entities' and 'no_break' path finding flags.
    • Added LuaModSettingPrototype::hidden read.
    • Added 'to_be_deconstructed' to the options for LuaSurface::find_entities_filtered. more
    • Added LuaGuiElement::badge_text 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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    Turbines where spinning but then just stopped. Have max steam and heat. Whats up?

    Posted: 24 Apr 2020 01:45 AM PDT

    Make Music With Factorio - 32 Step Drum Machine/Note Sequencer

    Posted: 24 Apr 2020 04:53 AM PDT

    Make Music With Factorio - 32 Step Drum Machine/Note Sequencer

    A 32 Step Drum and Note Sequencer. Compose a dulcet pattern, maddening loop, or a beat for a larger composition!

    Re-posting to include a full map download and more information. I inaccurately stated that the Drum Machine had 8 voices when it comes with 16 and can be expanded easily by copying. According to the Factorio wiki: "Only 50 sounds can be heard at once due to a game limitation" so there's definite room for expansion and customization.

    Required Mods Linked Below - Factorio v 17.79

    Map Folder Download - https://drive.google.com/open?id=1eCMDRX3Veq97_3tHfxA0D1yqRVw5r8gb

    General Overview

    Blueprint - https://pastebin.com/yC4tsYb4

    Note: if using blueprint only, each belt must have a single Uranium Fuel Cell positioned on the outside lane of the last tile of the loop. (picture below) Place the Uranium Fuel Cells while the Drum Machine is Off or note timing will be out of sync.

    Where to place a Uranium Fuel Cell

    Required Mods

    On/Off Switch - https://mods.factorio.com/mod/Switch_Button

    Text Plates - https://mods.factorio.com/mod/textplates

    Double Speed Belts -https://mods.factorio.com/mod/DoubleSpeedBelts

    Enjoy!

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

    Truly a marvel of engineering

    Posted: 23 Apr 2020 09:36 PM PDT

    I finally made it! After almost 410 hours of playing this game (lots of it idle tbh), I finally got mass production and completed all the achievements.

    Posted: 24 Apr 2020 08:08 AM PDT

    Slow but steady, 104 hours into Krastorio 2

    Posted: 23 Apr 2020 03:42 PM PDT

    Factorio 20 to 20 Splitter w/ Solar Panels and Accumulators

    Posted: 23 Apr 2020 09:59 PM PDT

    Barrel Sushi Belt - Just because you can doesn't mean you should

    Posted: 24 Apr 2020 05:24 AM PDT

    an issue with my oil refineries. if i am needing lots of petroleum or light oil and not using any heavy oil my heavy oil pipes fill right up to the refineries. this means there is no place for the heavy to go which stops the refineries because theres no place for the heavy, and i need the pretroleum

    Posted: 24 Apr 2020 09:24 AM PDT

    Factorio Outpost train design (v6), building, supply, trash and fuel.

    Posted: 24 Apr 2020 08:44 AM PDT

    Been busy with perfecting my outpost train design

    https://i.imgur.com/YPPgKGM.jpg

    version 6 is almost done

    all i need is to update the base station design.

    but i wanted to show how far i have come, and maybee cat some idea's or feedback.

    https://imgur.com/gallery/cVglFpC

    submitted by /u/Hightower200
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    I have finally found something that I want in Factorio.

    Posted: 24 Apr 2020 08:22 AM PDT

    Generally I think Factorio is awesome and I've never really wanted anything from another game. Today however I realised that I was missing something from another game.

    Hypertubeesss (ImKibitz tm) .

    I needed to get out of one train and run to the other side of a rail yard and I realised I want a Hypertube. Just imagine the engineer entering a sort of clear pipe and zipping off at great speed and popping out someplace else. It would need an underground like belts to get under belts and train lines.

    It's strange I play lots of FCE which has teleporters in the late game and I have never wanted that. I just seem to love Hypertubes from Satisfactory.

    I assume somebody will be here in a moment to explain there is already a mod for that :-)

    submitted by /u/sbarbary
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    Will start a DeathWorld today for the first time. Mod/setting suggestion?

    Posted: 24 Apr 2020 07:27 AM PDT

    As in the title. I will be using Rampant AI, but with the extra biters turned off as per default. Map settings as per the DeathWorld default setting. Also klonan's Construction Drones, Autofill and Squeak Through.

    What would you suggest? Is this an okay level of difficulty (that keeps pushing me, but does not require world-record building speed?)

    I have about 1000 hours of experience, but I never focused on biters all that much. (My just-finished run was almost-vanilla Krastorio 2, where using pollution filters and efficiency modules effectively vanished my pollution cloud).

    submitted by /u/CorrettoSambuca
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    GIGA LABS require GIGA ENERGY [KRASTORIO 2]

    Posted: 23 Apr 2020 02:23 PM PDT

    Remote Purple Science

    Posted: 24 Apr 2020 05:44 AM PDT

    Running into a new problem in my soon to be biggest factory... Purple Science and Yellow for that matter are starting to be a PITA.

    Now with Red and Green I made everything on site along with the Science when I made the outpost.

    But considering the complexities of Purple the determination I've come to is that I need to produce all components at home and produce the science only off site...

    The question following would be... How does the train look? 3 cars? or just 2? Because I believe that the Science could share a car with Production Modules and Steel Furnaces, but Tracks will need their own.

    Any advice or input would be great, I've never reached this point with Higher end sciences.

    Thanks for reading!

    submitted by /u/Hetrovono
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    Balancing mixed belts - there has to be a better way to do this

    Posted: 24 Apr 2020 08:56 AM PDT

    Balancing mixed belts - there has to be a better way to do this

    https://preview.redd.it/vcmbp1esbsu41.png?width=581&format=png&auto=webp&s=f8e4ca75f25352d671ca46fb24b69621d09d985e

    So two questions-

    1) What is the best way(s) to balance belts to prevent backup? Is this possible with wires, and if so, how? (I'm not well versed in circuit networks)

    Aside from that...
    2) What are the "best" ways to deliver science packs to labs, both early and late game? In previous games I have remodeled my "lab park" into requester chest pods like this:

    https://preview.redd.it/48fef716dsu41.png?width=440&format=png&auto=webp&s=959ab7603dfb0b04d396c5152024985ba0417747

    It has worked well but, of course, it relies heavily on my network of logistics robots and it's impossible in the early game. There has to be a better way!

    (Note: I am a full-fledged Pastafarian when it comes to factory design and I end up spending most of my play time rerouting, unjamming, and generally duct taping my factory into a more functional "flow". I'm trying to get better at deliberate, methodical factory planning but spaghetti is so much easier in the short term...)

    submitted by /u/glennhoek
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    Outpost Planner Mod - "No ore found" / "Unable to read blueprint"

    Posted: 24 Apr 2020 04:37 AM PDT

    Outpost Planner Mod - "No ore found" / "Unable to read blueprint"

    Hello everyone!

    I used Outpost Planner Mod but unfortunately i can't use it anymore.

    Here is what happens to me:I want to select iron ore area with the OutpostPlanner and this message appears:"No ore found in selected area"

    Also if I want to select the blue print this message pops up:"Unable to read blueprint. Unsupported mining drill"

    Is it possible that I am doing something wrong? Or does it have any problem with a different mod?

    Thank you in advance. Right now I have to place the miners by hand... and I would be glad to change that :-)

    https://preview.redd.it/k6vlllesnru41.png?width=889&format=png&auto=webp&s=6c833b76a4bba3891739d88c4b1b7c1cb713e0bf

    submitted by /u/Naio92
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