gun Posted: 28 Jul 2020 06:07 PM PDT |
Sushi belt build for engines Posted: 29 Jul 2020 04:53 AM PDT |
Version 0.18.37 Posted: 29 Jul 2020 08:20 AM PDT Major Features Features - Added blueprint building from the map view.
- Blueprints can have snapping dimensions specified. When they are built by dragging, they are only built in the grid relative to where the build started.
- Blueprints can have absolute map snapping specified, so the blueprints are always aligned to the global grid.
- Blueprint books can be inserted into blueprint books, cycling through the books works in a hierarchical way.
- Upgrade planners and deconstruction planners can be inserted into blueprint books and the blueprint library.
- Blueprint books, upgrade planners and deconstruction planners can now have custom icons specified.
- All blueprints tools have an editable description.
- Added Blueprint reassign tool. It allows to set new contents of a blueprint by world selection.
- All blueprint tools have a copy function.
- All the blueprint tools are usable directly from the blueprint library.
- Quickbar links to blueprint tools are persistent when moving them between library shelves and inventories.
- Most of the blueprint tools manipulation in the blueprint library is part of a multiplayer latency hiding.
- Icons on the blueprint tools and filters in the upgrade planners/deconstruction planners are preserving the original values so whenever the mods would be re-added, the original values can be restored, unless the player clears the related icons manually.
- Any blueprint contents that are not available due to mod removal are also kept in the blueprint persistently, so blueprints can be copied and transferred in multiplayer without losing its original data.
- Added downgrading feature to upgrade planner. It works on blueprints, books and also when applying in the world.
- Clicking an upgrade planner button in the blueprint or a book now provides a list of all available upgrade planners to be applied.
- Upgrade planners now also update the relevant icons of blueprints and books.
Minor Features - Grabbing an item from a blueprint book has the same hand item functionality as when holding an item from inventory, so it goes back to the original position when clean cursor is triggered.
Gui - All the blueprint tools now show all possible actions it can perform in the tooltip.
- Control settings search now also searches by the currently assigned key-binding.
Optimizations - Decreased the header size of blueprint-storage and of individual blueprints with backed up modded entities, as only the id mapping relevant to the blueprints (and whole storage) is now saved.
Bugfixes - Fixed that exporting blueprint didn't include the unconfirmed blueprint changes into the exported string.
- Fixed blueprint preview icons rendering scale when blueprint was held in cursor.
- Fixed that blueprint was not detecting modded data to be lost when loading unless one of the top level entities or tiles were to be lost. This means, that a blueprint with vanilla constant combinator (for example) with a modded signal will no longer silently lose the modded signals on resaving the blueprint storage when the mod is not currently active.
- Fixed that biters when faced with a rock might get stuck in an infinite pathfinding loop. more
- Fixed that clicking a technology in the research queue, holding the mouse down and moving it over the cancel button would make the cancel button flicker. more
- Fixed slider tooltip would show old value. more
- Fixed terrain particles would be spawned when walking over belts. more
- Fixed player movement on belts in latency state was not exactly matched with the real game state logic. more
- Fixed that the set-request GUI didn't respect the show-all-items setting. more
- Fixed that burner assembling machines could cause inserters to get stuck holding extra fuel in some cases. more
- Fixed noise.terrace function did not assert that constant parameters are constant.
- Fixed that item durability tooltips used the wrong locale key in some places. more
- Fixed that upgrading inserters in blueprints wouldn't preserve modded pickup/drop locations. more
- Fixed that exporting empty blueprint books didn't work correctly. more
- Fixed that the mods GUI didn't have any mod selection by default. more
- Fixed that positions of entities in blueprint string were not properly fixed to be aligned to grid according to our rules and centered.
- Fixed a crash when mods destroy the character entity during the on_gui_closed event. more
- Fixed a crash when canceling loading some modded saves. more
- Fixed that artillery turrets didn't fully use the shooting speed research. more
- Reduced flicker of mining drill indicator lights when zoomed out. more
- Fixed lua documentation for LuaGuiElement::index read. more
- Fixed that biters would try to attack over large distances individually instead of in groups. more
- Map tag edit GUI can now be confirmed with Enter key even when the textbox is not focused. more
- Fixed a pathfinder crash related to entities and tiles using collision layers 11 to 15. more
- Fixed the changelog GUI indentation.
Modding - Implemented compileIntoCurrentProcedure for the "if-else-chain" noise expression type. This allows non-constant values to be used as conditions.
- Added "modulo", "ceil" and "floor" noise expression types.
- Added "bitwise-and", "bitwise-or", "bitwise-xor" and "bitwise-not" noise expression types.
- Added "sin", "atan2" and "cos" noise expression types.
- Added "less-than", "less-or-equal" and "equals" noise expression types.
- Changed turret base_picture animation to actually play the animation.
- Added several properties to ExplosionPrototype to control light fading through applying a multiplier to the light's size and intensity. "light_intensity_factor_initial" (default 0), "light_intensity_factor_final" (default 0), "light_intensity_peak_start_progress" (default 0), "light_intensity_peak_end_progress" (default 0.9), "light_size_factor_initial" (default 0.05), "light_size_factor_final" (default 0.1), "light_size_peak_start_progress" (default 0.1), "light_size_peak_end_progress" (default 0.5)
Scripting - Added permission events: on_permission_group_edited, on_pre_permission_string_imported, on_permission_string_imported, on_per_permission_group_deleted, on_permission_group_deleted, and on_permission_group_added.
- Simplified the rules of entity positions aligned to grid in the blueprint. Now they have the same rules as entities in the world.
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 [link] [comments] |
USB Dongle (RAID 6) Posted: 28 Jul 2020 08:04 PM PDT | The base duplicated x 6 Hello I am proud to show you my latest project, a decentralized tileable base It produces 100 SPM and up to 1GW (each) The production: https://i.imgur.com/JRYAzcd.png Closeup pic: https://i.imgur.com/rv0uRcl.jpg Base blueprint: https://pastebin.com/qpqKdPfT Each base has access to two train networks, the first one is a closed one to bring raw resources to the base, the second one is the decentralized bulk raw resources input The train stops & train schedule are the same on each base, making it really easy to duplicate by using blueprint (all you have to do is turn the trains on, is there a way to automate that?) It has a mall so it can build itself, and roboports between each base can be connected, so that the more base you got, the faster you can build new ones The thingy at the middle top is the "bulk" refill station for all bulk trains, currently fed through infinity chest but I intend to have a third closed train network for mined / etc resources I had to fiddle with train conditions combined with circuit network so that bulk trains don't all get stuck at the nearest base I have tried making it UPS friendly but I'm not sure it can handle > 10 bases in parallel at 60 FPS submitted by /u/buxxypooh [link] [comments] | |
here is some beginner spaghetti (its mine) can you people give me tips and tricks Posted: 29 Jul 2020 04:51 AM PDT |
Am I doing the ''Main Bus'' concept right? Posted: 29 Jul 2020 04:49 AM PDT | So I have been trying to get my spaghetti factory to work faster but nothing seemed to help. Everything was a mess and at some point it got stuck. My assembling machines were slow as hell even with tier 2 speed modules and couldn't produce enough science packs to keep the research speed at a reasonable level. I decided to start over. While looking up different ways to avoid spaghetti I saw this way called ''Main Bus''. And decided to try it. I am creating a highway of copper and iron plates which I will be branching out to different assembling machines to create different materials and then create highway of those different materials to feed the labs. But I am not sure how to make it as efficient as I can. And I have a couple of questions. But first of all here is the picture of the primitive version of my main bus. https://preview.redd.it/4bygwxcabsd51.jpg?width=1920&format=pjpg&auto=webp&s=f0a437c945ff9a0547639b2b49e6de08c1c21ce7 Here are my questions: - How far should I place the assembling machines from each other? Should I allow a good amount of space between them or should I build them closer to each other?
- How far should I place the labs from the main bus and the assembling machines?
- How far should I place the labs from each other for efficient research?
- How do I not fuck up and turn this into a spaghetti?
Thanks in advance for the suggestions! submitted by /u/-Trazula- [link] [comments] | |
gun 2 Posted: 28 Jul 2020 06:49 PM PDT |
Do malls need to worry about ratios and input? Posted: 29 Jul 2020 06:07 AM PDT I'm attempting to design a mall from scratch, for at least early game. Checking some example blueprints from Googling, I've noticed that a lot of them have a single belt of input per raw resource, stretched out and split through the entire mall. Is this good enough? From what I can tell, even if a certain item gets resource-starved at a given point in time, it will get back up to speed when items upstream get saturated. However, I've only tried out designs (in sandbox) up to yellow belts, and I know going to higher tiers will consume a lot more raw resources. Also I assume I don't need to worry about doing the whole 3:2 assembler arrangement for green circuits in a mall? Are there any particular tips that I should also be aware of, like which items are better to place upstream (so they get resource priority)? Should those be the ones I use the most, the ones which take less resources, or does it not matter in the end? submitted by /u/unsynchedcheese [link] [comments] |
my pump will not produce any water can someone help?(new player) Posted: 28 Jul 2020 03:32 PM PDT |
Is there a vanilla way to build a train detector and stop filling storage tanks? Posted: 29 Jul 2020 08:04 AM PDT I want to fill a fluid wagon with lubricant. I have 3 storage tanks that I want to fill when the train isn't there. Connecting them up directly fills them and the tank wagon, wich slows the filling of the train and the supply at the production facility that I need lubricant at, because it rund dry. Is there a way to build something that only fills the stationary storage tanks when the train isn't there? submitted by /u/Cynderblood [link] [comments] |
Is RSO still a requirement to play this game? Posted: 29 Jul 2020 07:18 AM PDT Hello o/ I've thought about coming back to this game, after taking quite a long break (at least like 2-3 years). I remember wanting to experiment with a bunch of mods, but then life happened and I had to prioritize doing other things, which led me to stopping playing. Is RSO (Resource Spawner Overhaul) still kinda a requirement to play this game? World gen used to be quite bad, and you usually ended either launching the rocket with literally the starting resource patches, or the game suddenly decided to not spawn even the tiniest iron patch for miles in each direction, and you had to do some serious trickery to suddenly expand very long distances. Is it possible to do just fine without it now? I'm looking at doing a playthrough with some simple mods, like Factorissimo and maybe compact solars, although I'd like to give nuclear power a try too ofc. submitted by /u/DevilXD [link] [comments] |
Early Steel Array Posted: 28 Jul 2020 11:16 AM PDT |
Is there a way to read the fuel quantity of the train and only send it to the refueling station if the fuel is low? Posted: 29 Jul 2020 05:45 AM PDT I tried a few options where I send all the trains to refueling stations after a certain number of trips but it is getting to be very cumbersome, not to mention overcrowding at the fuelling station. I also made a separate train to restock fuel at all stations, which is also turning out to be very impractical. So could I use circuits or something to only make trains go to the fuelling station when fuel is low? Thank you. submitted by /u/prasaadii [link] [comments] |
UPS is killing me. Can´t build anymore. I Wanna start the 1. million rocket. 50-60 RPM now Posted: 28 Jul 2020 11:30 AM PDT |
Gas and diesel distributing and processing center. Posted: 28 Jul 2020 01:07 PM PDT |
Oil production question Posted: 28 Jul 2020 10:28 PM PDT I don't get the oil production. How do I get close to 90 to 100's on all of my oils. My heavy and petroleum are hovering around 1 to 4 and the light is hovering around 40. I have the light going into 6 tanks that are each filled to about 12k each. I figured that this would take care of the excess. The others are filling one tank each that are around 300-400 of 25k. Help me understand, please. submitted by /u/Tettamanti [link] [comments] |
What are some good mods for factorio? Posted: 28 Jul 2020 09:56 PM PDT |
Full Game Content vs Demo Posted: 28 Jul 2020 11:19 AM PDT I just finished the Demo last night and so far its amazing. My question is, how much of the game does the Demo cover? Do the locals get more advanced/powerful? Do the manufacturing challenges get more complicated or does it stay about the same as the final stages of the Demo? submitted by /u/pootydoot [link] [comments] |
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