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    Wednesday, June 10, 2020

    Factorio Finally, it's took me a 11 tries to get a last achievement

    Factorio Finally, it's took me a 11 tries to get a last achievement


    Finally, it's took me a 11 tries to get a last achievement

    Posted: 10 Jun 2020 02:22 AM PDT

    Tic-Tac-Torio

    Posted: 09 Jun 2020 01:45 PM PDT

    Version 0.18.31

    Posted: 10 Jun 2020 04:01 AM PDT

    Graphics

    • New electric mining drill graphics.
    • Tweaked electric mining drill icon to be a bit more colorful.

    Minor Features

    • Hovering over the circuit network id in the entity circuit control window will now show a tooltip with the circuit network contents.
    • Added experimental Color Filters graphics option to attempt to improve accessibility for color-blind players.
    • The debug setting "show-time-usage" now 'line wraps' if it doesn't fit on screen vertically.

    Bugfixes

    • Fixed crash when merging force that contained unit groups. more
    • Fixed character preview being empty when the character is in a vehicle.
    • Fixed script error when trying to load old PvP save games. more
    • Fixed setting vehicle driver/passenger to an offline player would crash the game. more
    • Fixed 4th parameter of noise.terrace function was parsed as literal number but was used as noise program register index. more
    • Fixed an issue with modded entities having an electric output flow limit of 0. more
    • Fixed that furnace recipe auto-selection didn't work correctly with temperature ranges. more
    • Fixed that LuaUnitGroup could be used while in an invalid destroyed state.
    • Fixed button for selecting signal or number would not switch from number to signal with left click. more

    Modding

    • Changed mining drill graphics definitions. Graphics are now defined using working visualizations contained in graphics_set and wet_mining_graphics_set prototype properties. If graphics_set is not defined, old animations property will be loaded instead for limited backwards compatibility, but other old graphics properties will be ignored.
    • Mods can now be loaded from directories with the name of the mod but no version number.
    • Added color_filters to utility-constants.
    • Input fluid box with connection set to output or input-output will not have volume forced down by recipe fluid ingredient amount.

    Scripting

    • Added LuaSurface::show_clouds read/write.
    • Added LuaPlayer::stashed_controller_type read.
    • Added LuaBootstrap::register_on_entity_destroyed().
    • Added on_entity_destroyed event fired after an entity registered with LuaBootstrap::register_on_entity_destroyed() is destroyed.

    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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    Simple circuited, resource efficient, Kovarex setup

    Posted: 10 Jun 2020 05:08 AM PDT

    Finished

    Posted: 10 Jun 2020 06:35 AM PDT

    Finished

    nearly perfect ratio. A few more accumulators than needed.

    Can share the blueprint if somebody wants it

    submitted by /u/Legendendear
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    I did it! Now lets see how long I can keep it up

    Posted: 09 Jun 2020 06:24 PM PDT

    Help with Steam Engine and Boiler

    Posted: 10 Jun 2020 05:16 AM PDT

    Hello there, im here asking for help to someone for a efficient way to make a Steam Engine and Boiler placement.

    submitted by /u/Shinobu_M
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    Beware of modules in Space Exploration!

    Posted: 10 Jun 2020 03:23 AM PDT

    I was trying to figure out why blueprints that should deliver full belt of green circuits aren't working on my save for over a week. And today I discovered why: Space Exploration is modifying modules' traits to lower, for example:

    • In vanilla, speed module 3 has +50% speed, but SE modifies it to +40%
    • Normally, productivity module 3 has +10% productivity and -15% speed, but with SE it has +8% productivity and -20% speed.

    That was significantly decreasing output of all blueprints, and I really didn't want to rebuild my entire factory, so I modified some files in SE folder to bring back old modules' traits. Yes, I know that I shouldn't do this, but as I said, I didn't want to rebuild my entire factory, which is quite big.

    PS Sorry for my english

    submitted by /u/Antix77
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    Transitioning

    Posted: 10 Jun 2020 09:09 AM PDT

    How do you guys transition from early/mid game base to late game base?

    I have bot tech and I'm just stockpiling bots at the minute in preparation for mass construction, but my spaghetti mess of a base makes it awkward to find a "clean" beginning for my late game base (which I wanted to do city block style).

    Do you just suck it up and accept the spaghetti? Or move far away and pretend it never existed in the first place?

    submitted by /u/quackers987
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    100% multiplayer speedrun

    Posted: 10 Jun 2020 05:06 AM PDT

    So I'm starting to get into speed running the game and I'm wondering why there isn't a 100% multiplayer run on speedrun.com. Does anyone have an idea as to why and if so what is it??

    submitted by /u/FrostyOW
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    How are names generated for furniture such as train engines?

    Posted: 10 Jun 2020 05:03 AM PDT

    They are strange unpredictable username things.

    submitted by /u/jordanf234
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    plz help me im playing on 0.18.29

    Posted: 10 Jun 2020 08:25 AM PDT

    Is there any mod that allows you to craft picked "ghost" item?

    Posted: 09 Jun 2020 10:59 PM PDT

    When you pick up item by pressing Q (pipette?) and you don't have this item in your inventory, ghost of this item appears in yor hand. So, if I have enough resources to craft this item why do I can't just craft it by pressing one more key and have real item instead ghost in hands.

    Thanks

    submitted by /u/Aquarious02
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    Guess I'll make a turn

    Posted: 09 Jun 2020 12:22 PM PDT

    First Rocket Launched!

    Posted: 09 Jun 2020 07:49 PM PDT

    First Rocket Launched!

    Have played the game for around 200 hours across multiple worlds, usually reaching blue science then giving up. Came back to this game after a 3 month break, started up a new world, and launched a rocket in 18 hours! Super excited and planning on transitioning into a megabase.

    https://preview.redd.it/70uvmcb3yz351.jpg?width=5500&format=pjpg&auto=webp&s=40175597de5468542374abde92f1d88c19052db8

    submitted by /u/ethancollins0
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    So many worms!!

    Posted: 09 Jun 2020 08:30 PM PDT

    So many worms!!

    500ish hours play time. Resources are becoming a little scarce around my base, so I have to go searching for them. I have set out on a few hunting trips to find resources, and to clear out nests. I approached this one from the top, dropped a nuke in to take care of what I could see, near the top of this pic. But, when it hit the rest of the worms woke up. Took me a couple attempts to finish the job. 50+ worms will wipe you out in about 4 seconds if you stand still for too long.

    https://preview.redd.it/wwyoiqyt50451.png?width=1920&format=png&auto=webp&s=54a34d5d3a05caa33602ba2c53477d2d77e2dac9

    submitted by /u/Minerator
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    Any way for my labs to stop inputting to eachother back and forth.. etc?

    Posted: 09 Jun 2020 06:47 PM PDT

    I was asked for an update on my newest game. (progression and thoughts)

    Posted: 09 Jun 2020 10:08 AM PDT

    Is this beneficial?

    Posted: 09 Jun 2020 08:27 PM PDT

    Can you combine blueprint strings?

    Posted: 10 Jun 2020 03:13 AM PDT

    I'm thinking of making a small program that can go from text to blueprint, and I'm wondering if your able to combine blueprint strings. For example the blueprint string for a pixel art of letter A maybe 'x' and the next letter, lets say N maybe 'y' and therefore you could combine the string to get 'xy' and this would result in a blueprint having the pixel art letters of XY. Is such thing like this possible? If not it will make the code a lot harder. Thanks

    submitted by /u/sadbitty4L
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