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    Thursday, April 30, 2020

    Factorio Version 0.18.22

    Factorio Version 0.18.22


    Version 0.18.22

    Posted: 30 Apr 2020 05:01 AM PDT

    Graphics

    • Added shell particle effect for the artillery shooting.
    • Added tinted scorch marks for explosion effects. Explosions on different tile types will result in scorch marks of different colors.

    Changes

    • Pressing escape/close GUI when a search field is focused only closes the search field instead of the entire GUI.
    • Updated GUI styles for PvP configuration GUI.
    • Unit groups will determine their collision mask based on the collision masks of their members. more

    Bugfixes

    • Fixed landfill spawning under player when building landfill elsewhere. more
    • Fixed a crash when a train recalculating path during movement is unable to reserve rail signal within movement distance. more
    • Fixed production statistics corruption when recipe returns some but not all catalyst. more
    • Fixed a pathfinding crash related to changing tiles in a way that affected neighbouring tiles' transitions. more
    • Fixed that malformed data in data.raw wouldn't show the minimal-mode failure GUI. more

    Modding

    • Fixed that writing to mod settings would silently ignore bad values.
    • Added "allowed_effects" support to the lab.
    • Added "creation_distance_orientation", "use_source_position", "height" and "vertical_speed" to particle creation parameters (related to shooting effect shell particles).
    • Added "scorch_mark_color" to TilePrototype.
    • Added util.remove_tile_references for easier compatibility maintenance with future game updates when removing base game tiles.
    • Removed migration for CustomInputPrototype consuming types that were removed in 0.15.24.

    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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    Alternate Reality Factorio

    Posted: 29 Apr 2020 05:00 PM PDT

    Meta Rule 7 Discussion: Don't come here only to plug your content

    Posted: 30 Apr 2020 08:35 AM PDT

    This is a split off of the discussion that u/JDPlay5, u/ocbaker, and u/Stevetrov were having in the comments of:
    https://www.reddit.com/r/factorio/comments/gand67/video_guide_splitting_off_a_main_bus/
    I won't rehash the comments already made in this thread, but they're worth a good read for context.

    I don't think this rule works in it's current form based on the mechanics of Factorio, the types of posting we see on the community, and Reddit's self-governing capabilities.

    Factorio is a game that simultaneously has a lot of depth, and no depth at all. You're not going to be seeing threads upon threads of lore discussion, character analysis, or pixel measurement extrapolated length of character genitalia in a Factorio-based community. The emphasis of the mathematical portion of Factorio leads to an end... a solution... the Math in factorio can be solved. How many X do I need for Y? We can and have done that... and by we, I mean Kirk McDonald.

    So what does that leave us with in terms of content... questions, mods, shitposting, fanart, guides..
    Questions, Lets Plays, we already have a wonderful routine for a weekly discussion thread.
    Mods seem to represent a good portion of posts nowadays
    Everyone loves chibi engineer fanart...
    And today's topic: guides

    Guides are really what we're talking about today. There are mainly two ways of guide creation: written/blueprints/screenshots/etc in a new post, or videos. I absolutely love writing guides. I'm quite known for it in other communities. The problem is that reddit as a platform isn't great for that, it emphasizes most recent content rather than content. But if your objective is to help people with something that you've researched, analyzed, etc... it can easily be lost. Youtube is a good opportunity for that. You can have your comprehensive guide to everything, and then divide it up with timestamps, and it's there forever.

    In ocbaker's post, he asserts that the relative quantity of self-promoting threads versus other is out of balance. That seemingly implies that we're requesting folks create their own question posts, engineer fanart, googly eyes on inserters (never enough), or some more general shitposting about how the game is unplayable because pixels 3 and 4 are different colors. I mean.. we (as the community).. could do that, but then it's just posting for the sake of posting, and not to continue a discussion or to support a person. That's not a community.

    Alternatively, if the proportionate amount of posts for self-promotion is out of balance with general other posting, it could incentivize creating throwaway accounts that simply post the video link with some nonsense like, "TIL: how to belt balance" instead of posting on your main account to your main work. It's just an easily gamed system.

    I really liked u/ocbaker 's reply on their internal guidance of about 1/month. I would perfer to see Rule 7 adjusted to reflect something like that: links to a Youtube channel should be once/month, unless highly rated (yes, subjective... we trust mods for a reason)... we're talking stuff so good even of KatherineofSky gives you a shoutout. We don't need a new posts every time someone adds to their LetsPlay series.

    I think that the moderators have done a wonderful job on this community, and I'm incredibly thankful for their hard work in monitoring all of our nonsense, just given the discussions we were having in that thread, I wanted to open up the topic to a wider conversation.

    submitted by /u/Whirlin
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    Turns out, spawning 4000 behemoth biters/spitters slows the game to a grinding 1 FPS

    Posted: 30 Apr 2020 09:37 AM PDT

    R.I.P. Compilatron. You were kinda helpful. (image edited from FFF 262)

    Posted: 29 Apr 2020 03:47 PM PDT

    This is kind of annoying.. New player here, from now on I'll remember to build my train tracks before I build my loader/unloader/balancers..

    Posted: 30 Apr 2020 05:39 AM PDT

    1.21 GW of Calming Beauty (OC)

    Posted: 29 Apr 2020 08:41 PM PDT

    Could this please be a thing? (also, please tell me if there is a mod that already does this)

    Posted: 29 Apr 2020 07:12 PM PDT

    Factorio Timelapse - SpaceBlock | 4K

    Posted: 30 Apr 2020 08:13 AM PDT

    Satisfying mess

    Posted: 30 Apr 2020 08:50 AM PDT

    Well I cut that a little close.

    Posted: 29 Apr 2020 05:13 PM PDT

    This game is completely broken!

    Posted: 30 Apr 2020 06:28 AM PDT

    Fluids on a separate thread?

    Posted: 30 Apr 2020 08:29 AM PDT

    I'm confused on factorio's handling of UPS. I remember some Factorio Friday update saying devs successfully moved fluid handling to it's own thread independent of other game updates. Yet a few weeks I read in some comments here that it was rolled back.

    What's the state of fluids and UPS and threads? I'd like to know if I'm ok switching for mass solar to nuclear.

    submitted by /u/500239
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    Newbie Question: Is there a creative mode like Minecraft?

    Posted: 30 Apr 2020 09:09 AM PDT

    So I just started this addicting ass game. I'm only up to blue science. In my 55 hours played so far, I've demolished and rebuilt my factory (by hand with no mods) 3 times. I did this because I learned that you can prevent "clogs" (for lack of a better word) with proper belt routing, proper inserter choice, and assembly quantity / arrangement. I want to experiment with a freeplay mode where I can test layouts that wont result in one side of the belt not flowing. Is such a mode available? I see map editor, but I dont want to load up my file. I want a test world.

    submitted by /u/BigRigsButters
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    Calculating Factorio - behind the scene of Kirk McDonald's amazing factorio calculator

    Posted: 29 Apr 2020 06:15 PM PDT

    how to unassigned items from your hotbar (300h paid off)?

    Posted: 30 Apr 2020 03:01 AM PDT

    Inflation in Factorio

    Posted: 30 Apr 2020 10:04 AM PDT

    Hey, so I watched Spirit of the Law's video on Inflaction in AoE2., and I got to thinking about how it applies to Factorio.

    Obviously, Factorio also has tech getting exponentially more expensive, through requiring more lab time, more science packs, and more complex to make science.

    I think (and I am repeating SotL's video here)is to fight the game becoming too trivial too quickly, as otherwise, the exponential growth of you can spend more resources per time unit to get more resources per time unit makes all costs meaningless, and that is the meat and potatoes of many colony sims and RTSes.

    but I think the exponential expectation also applies to going from burner phase to electric.

    Burner phase has adding an extra .5/sec worth of plate production cost roughly 20 stone and 18 iron plates, if you direct insert two burner drills into 2 furnaces. These are pretty easy to set-up, and just need the character to load more coal into all the machines, and take out the plates and craft with them.

    To have an electric drill satisfy stone furnaces in the same costs 27.5 plates and 10 stone, which sounds compatible. but ... you can't actual do that with way more manual labor, or investing in logistics machines. The increased cost is worth it, because electric drills have a much more powerful power logistics system backing them, and using inserters is necessary for automatic assembly, and also electric drills consume less power, even after you count inserter energy costs.

    What does this mean? Well, I'd argue that not investing in burner meta in Factorio is a lot like playing AoE2 and not building villagers while attempting to rush to Castle Age to be able to build more Town Centers to build more villagers. Sure, the extra town centers do eventually let you build more villagers, but you were wasting the TC time you already had, and the game increases prices assuming you wouldn't waste it.

    You really should, and telling people to do otherwise basically setting them up to not have enough income for a decent chunk of time.

    This is also why I don't like afk gameplay in factorio. You need to get way past the rocket launch before it gets to be hard for stored resources to have an application to expand the base.

    submitted by /u/sawbladex
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    Video Guide: Splitting Off a Main Bus

    Posted: 29 Apr 2020 07:38 PM PDT

    Headless server save

    Posted: 30 Apr 2020 08:12 AM PDT

    I'm wondering how you upload your own save to a headless server. I'm using Google cloud platform, I know how to use the save directory and how to make and change saves but do not know how to upload saves.

    submitted by /u/Teondar
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    I did a thing! A new high point in compacting my factory!

    Posted: 30 Apr 2020 10:26 AM PDT

    Can we talk about underground pipes?

    Posted: 30 Apr 2020 10:18 AM PDT

    The stack size for normal pipe is 100, the stack size for underground pipe is 50.

    But, for any one piece of normal pipe you need 2 underground pipes. This means that if you want to store or carry enough of each, you need 4 stacks of underground pipe for every 1 stack of normal pipe.

    Frustrating.

    submitted by /u/feistyfish
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    Wave Defense Scenario - still doable in 0.18? Upgrades?

    Posted: 30 Apr 2020 12:47 AM PDT

    hello fellow engineers,

    so i've tried to play the wave defense scenario a couple of times, as the description sounded interesting. i have 1000h in factorio (rookie numbers, yes i know), so i think i know how the game works, but this is just not possible to beat. i've tried it several times, alone or with a friend, but on day 13 it's clear that it's gonna be game over. the difficulty rises so fast, it's driving me nuts.

    my question - is this scenario still winable in 0.18? have the updates to the AI made this so much harder than it was intended to be?

    also - how do i earn funds to buy upgrades? in the patchnotes to 0.18.9 i read " Changed Wave defense bounty system and refactored unit spawning logic. " - what does that mean? how does this work? what do i need to achieve to earn funds?

    submitted by /u/Gunt0riz0r
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    Launched my first rocket! (Peaceful) OBS crashed, tho... Built a memorial for the first 1k space science, too!

    Posted: 30 Apr 2020 08:43 AM PDT

    I plan to keep going from here. My first order of business is to get more copper. I only have 2 patches, with plans to get a 13M copper patch.

    Screenshots:

    First rocket:

    https://steamcommunity.com/sharedfiles/filedetails/?id=2078648835

    Map:

    https://steamcommunity.com/sharedfiles/filedetails/?id=2078649330

    Memorial:

    https://steamcommunity.com/sharedfiles/filedetails/?id=2078699179

    submitted by /u/ericcreation
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    Are Mining Drones op in the late game?

    Posted: 30 Apr 2020 08:11 AM PDT

    Hi, i just discover this mod and i don't know if i can add to my already existing save game of K2 without ruin my experience. In your opinion, if you already tryed it, is this mod OP in the early/mid/late game? I didn't try it yet so i'm asking you guys.

    submitted by /u/TheRealPagi
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    Coal Liquefaction 8.7k Petrolium from full red belt of coal.

    Posted: 30 Apr 2020 08:10 AM PDT

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