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    Wednesday, June 24, 2020

    Factorio Version 0.18.33

    Factorio Version 0.18.33


    Version 0.18.33

    Posted: 24 Jun 2020 05:21 AM PDT

    Changes

    • Full English text proofreading and corrections.

    Bugfixes

    • Fixed Trains gui listbox labels not being readable when hovered. more
    • Fixed a crash when using LuaChunkIterator. more
    • Fixed a desync related to placing blueprint with assembling machine with not yet researched recipe. more

    Gui

    • Windows with item and count to be selected are now merged into single window and double click on the item auto-confirms the window with the default count. Windows affected are logistic request, signal selection and (debug tool)infinity count selections.

    Modding

    • All mining results of resources are forced to be unlocked in the selection lists, even when recipe to create them exists as well. more
    • Added ItemPrototypeFlags::always_show, which forces the prototype to be always visible in the selection lists regardless of related recipes.
    • Added RecipePrototype::unlock_results bool (true by default). When set to false, the recipe doesn't unlock the item to be shown in selection lists.
    • Added RotatedSprite::counterclockwise bool (false by default). Set to true to indicate sprites in the spritesheet are in counterclockwise order.
    • Added CharacterPrototype::has_belt_immunity bool (false by default).
    • Entities no longer require the order string be set when there's no item-to-place them.
    • Added EntityPrototype::remove_decoratives. "true", "false", or "automatic". Defaults to "automatic".
    • Added TurretPrototype::attack_target_mask and ignore_target_mask. more
    • Changed roboport tooltip to not show robot recharge rate when the roboport has no charging slots. more

    Scripting

    • Added LuaRecipePrototype::unlock_results read.

    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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    I've lost nearly a hundred bots so I made a memorial

    Posted: 24 Jun 2020 07:42 AM PDT

    I really, really like transport belts

    Posted: 23 Jun 2020 03:08 PM PDT

    Decrease the number of available storage slots in the gui on the right according to the blocked slots of the chest

    Posted: 24 Jun 2020 02:29 AM PDT

    Micro Rocket Factory, no mods (34x23)

    Posted: 23 Jun 2020 01:02 PM PDT

    My early game red chip build. I call it "The Key".

    Posted: 23 Jun 2020 04:02 PM PDT

    Confirmed, research faster than ever haha

    Posted: 24 Jun 2020 04:27 AM PDT

    Meta: Should we ban Literally Unplayable posts.

    Posted: 23 Jun 2020 09:49 AM PDT

    Typically the post will feature a screenshot (that is usually unexplained) of a minor graphical bug, normally due to sprites rendering order.

    The first time I saw one of these I did a slight chuckle, now I just find it really annoying. Judging by the number of downvotes on some recent examples I am not the only one. for example

    So should we have a rule to explicitly ban these posts?

    submitted by /u/Stevetrov
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    My first green and red science automation. How did I do?

    Posted: 23 Jun 2020 10:03 AM PDT

    9 and a half hours into my first game, i doubt ill be sleeping again. making Italy proud

    Posted: 24 Jun 2020 07:47 AM PDT

    Aftermathacre

    Posted: 24 Jun 2020 12:11 AM PDT

    Mod idea - Harvested Beacons - inspired by Exiles

    Posted: 24 Jun 2020 06:44 AM PDT

    back story: I have to admit, Im spending time in some other virtual reality sometimes, its a game, Path of Exile, way different than Factorio, its hack n slash genre, but also allow to build some weirdo stuff.

    Recently, the other game got an update, that could be possibly inspired by Factorio, allows player to build semi automated gardens, with seeds as resources, with assemblers (more like treefarm mod farms), energy distribution, with some heavy use of beacons.

    Yet, the garden got some unique way how beacons work, that may be fancy in Factorio:

    Beacons can spread production powers, but have to be feed by energy (juice), that have to be generated in other places (another treefarm like farms), also can be stored between in tanks. That energy have to be transported via special electric poles, that can transport only one of three energy types, that also have to be generated separately - similar to fluids currently in Factorio.

    new mod idea How it could looks in Factorio:

    Some semi advanced resources (even current modules) feeds some machinery.

    Machinery generate special energy (different from energy that feeds everything currently, unmixable)? fluid maybe (as fluids cant mix by default),

    The energy can be stored (special accumulators) around

    The energy have to be transported to beacons to let them work.

    Maybe add more advanced power/fluid mixing?

    Dunno how hard it could be to make another entities of energy in lua mod language, so new fluids could be possible to.

    Imho - idea could add fancy layer to how beacons are build in Factorio. the idea is free to take, enjoy.

    submitted by /u/yoriaiko
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    Realistic Reactors - Breeder Reactor

    Posted: 24 Jun 2020 06:23 AM PDT

    Realistic Reactors - Breeder Reactor

    Hello people! I installed my first Breeder reactors and they worked fine when first started. They got themselves to the high temperatures and each cycle would produce 4-5 used-up uranium cells. However, when I stopped them and started them again, they now produce only 1 used-up uranium cell per cycle. I'm utterly puzzled. See the screenshot.

    https://preview.redd.it/1utn8lma0v651.jpg?width=1920&format=pjpg&auto=webp&s=b47c326687a311774c38d2795c9cca2f9f4e783b

    submitted by /u/Broskev2
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    Got Buses?

    Posted: 23 Jun 2020 11:06 PM PDT

    Can you drive Biters to extinction?

    Posted: 24 Jun 2020 01:01 AM PDT

    Is it possible to completely exterminate all Biters from a normal (stock generation settings) map? If so, how would one go about it?

    submitted by /u/MeepTheChangeling
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    World Beacon

    Posted: 23 Jun 2020 10:42 PM PDT

    A beacon that affects the entire world but cost crazy amount of energy perhaps amount of affected entity, or 5GW fixed for 2 slots and cannot be effected by efficiency module.

    Right now I'm playing Krastorio2 and have 28,000 beacons.

    submitted by /u/ctnightmare2
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    10k SP/M Blueprint

    Posted: 24 Jun 2020 06:37 AM PDT

    I've seen several posts stating to have a blueprint/savefile, but those links are dead. Does anyone have a working one?

    submitted by /u/Lunti89
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    Finally completed my first playthrough!

    Posted: 23 Jun 2020 06:32 PM PDT

    Finally completed my first playthrough!

    I finally launched my rocket. I learned a lot about how not to build a base, particuarly in the beginning. For example, my green science setup was just ingredients in a vertical line with no regard for organization, and as the base expanded I always had to work around it. Also, in the future I'm going to avoid tutorials. I followed a video for the oil setup (it was such a mess originally I had to tear the whole thing down), and the productivity module setup came from another reddit post. They're the only two parts of the base I'm not proud of. Other than those few things, I'm really proud of what I've accomplished. What do you all think of it?

    Top of my Base

    Bottom of my base

    Ignore all the open space, I made a massive wall expansion shortly before the rocket launch.

    submitted by /u/AnimatorGirl1231
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    Got on track like pro! may not have been the most efficient but it took me one try and <70 minutes

    Posted: 24 Jun 2020 01:58 AM PDT

    Beginning base to larger or Mega base

    Posted: 23 Jun 2020 02:17 PM PDT

    SO I just started a new game and I haven played in probably a year or close to it. Last base was pretty much a spaghetti base and although I built a rocket launcher, i never launched one. Either way, when starting out my base is a mess, but I have started a main belt line. Once i get that going do yall just destroy everything everything you initially built and then build it all nicely or what?

    submitted by /u/CrimsonTide2000
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    Help with modding

    Posted: 24 Jun 2020 12:29 AM PDT

    I just started modding and Im trying to figure out how to load a specific modpack, but I don't know how to figure out what version I should be in, I know its 0.18 but I dont know which exact version works
    Edit: The modpack is Ballasts Bolognese Modpack

    submitted by /u/BurningDemon
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    Are my settings cheating? Or are you guys doing the same

    Posted: 23 Jun 2020 04:24 PM PDT

    So i just got over 600 hours in the game and I started maybe 10-15 times over. I just begun my first Deathworld playthrough and I questiined myself if the settings I usually use are considered cheating by the majority of the community. I usually make the ore patches the richest (I think it's 600% but not sure) and do about 133 to 200% in size. On most of my playthroughs, I also tweak the frequency a little bit to have more to go for.

    I really would like to know on what settings you play and if you think the stuff I use is considered cheating or if it's "okay" to play the game like that. (I forgot to mention, that I alsways play without cliffs and am just doing my first game with normal water settings)

    submitted by /u/Peakayyyy
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