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    Friday, July 31, 2020

    Factorio Placing landfill from blueprints should automatically include ghosts of anything on top of the landfill.

    Factorio Placing landfill from blueprints should automatically include ghosts of anything on top of the landfill.


    Placing landfill from blueprints should automatically include ghosts of anything on top of the landfill.

    Posted: 30 Jul 2020 10:05 PM PDT

    Friday Facts #358 - Alien decoratives & Polluted water

    Posted: 31 Jul 2020 04:05 AM PDT

    Well, it's 5am again and I work tomorrow. Thanks Factorio.

    Posted: 31 Jul 2020 04:09 AM PDT

    Some comment I read a while ago inspired me to build a bus base, but on rails.

    Posted: 30 Jul 2020 11:12 AM PDT

    60 RPM for my 60K SPM FE+ Megabase

    Posted: 31 Jul 2020 06:42 AM PDT

    Science pack automation is finished!

    Posted: 31 Jul 2020 05:07 AM PDT

    Base Split Into Quadrants Centered Around 0,0

    Posted: 30 Jul 2020 09:57 PM PDT

    Newbie here, working on automating science packs! I've automated red packs and inserters for green packs. Working on transport belts now.

    Posted: 31 Jul 2020 04:35 AM PDT

    A small Factorio adventure: coming soon

    Posted: 31 Jul 2020 07:12 AM PDT

    This is not a train world ...

    Posted: 31 Jul 2020 01:23 AM PDT

    If your OCD triggers when electricity cables pattern isn't what you expected, remember that you can modify them with a copper wire!

    Posted: 30 Jul 2020 10:24 PM PDT

    If your OCD triggers when electricity cables pattern isn't what you expected, remember that you can modify them with a copper wire!

    I learned this not long ago and it's surprising how much I use it for aesthetic purposes, after all, too much cables will make everything look like a mess. Example:

    We can go from this

    To this. Of course this is just an example but there functionality would be exactly the same.

    Real use cases:

    A pretty common pattern. While it's simmetrical and it usually is not unpleasant to watch, I prefer to do it like this:

    So the cables don't go over our machines.

    Sometimes you need to put some poles to cover a big area and since there might be inserters, you need suboptimal placement and things like this happen. It's unpleasant to the eye.

    Feels way cleaner even if it's the same mess.

    Once you start "fixing" the cables there is no stop lol you'll carry some copper cables around you at all time haha.

    Of course, take care if you're building near strong nests since less cables means choke points, where a single pole lost can disconnect half your network. Still, you can also connect a shitload cables just for redundancy between poles so if you lose one, the others are all still connected between them.

    submitted by /u/GodGMN
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    This is why multiplayer servers need active admins..

    Posted: 31 Jul 2020 07:48 AM PDT

    So I've been playing multiplayer Factorio for a few years now and it's mostly been a good experience. But one major flaw I've found is a lot of server hosts don't admin their servers effectively. A lot of dead servers are dead partly because no one is around to check up on them, if you go into a lot of the 0 player servers it's a half destroyed base because someone went in there and trashed it, and it just stays that way.

    But there's been a pretty unique incident the past few weeks that really highlights how important it is for the admins to be active and to manage their servers. There's a few "networks" of servers, the 2 main ones you usually see in the list are redmew and comfy. FWIW I think redmew does an excellent job of moderation and keeps their games a fun and friendly place to play. Comfy has some good content but seems to have some issues managing their servers considering how large their community is. There's always been a fair number of griefers on their maps (especially fish defense), and a lot of times the admins are slow to respond (or don't respond until after the griefer has left), I've seen biased moderation (eg. 2 people are in a dispute, they only jail/punish 1 player even though both are in the wrong), and the last few weeks there's been a huge spike in griefing on one of their maps (mtn fortress).

    The problem wasn't really the griefing, it's how the server admins handled it. Apparently the griefers kept buying new accounts to avoid bans, but instead of doing a full-measure solution like whitelisting the server, getting admins to be more active, or temporarily taking the map down to work on making it more grief proof, which would've nipped the problem in the bud, they did a bunch of half-measures. So what happened is over the course of the past few weeks, the admins would fix 1 thing the griefer exploited, and they would come back the next day and figure out some other way to grief. So instead of dealing with the problem, they basically turned it into a game where every night the map would get griefed in some new way and the the griefs happen more and more frequently, from once every day or 2 to multiple times per day. It's escalated to the point where last night I was playing the server (I guess I'm a glutton for punishment to keep playing a game that's constantly griefed) and it felt like the server was getting DDoSed (the game suddenly started lagging right after a griefer came on and made threats and got banned, and if you saved the game it ran fine in single player so it was definitely a server issue). I mean really, who DDoSes a Factorio server? I think none of this would've happened if the admins didn't try to do a bunch of half-measure fixes and allow the problem to grow.

    Anyway, the point of this post is basically a PSA/rant.. I'd like to see the multiplayer community grow more, but there seems to be very few successful server operators who attract a decent audience, and one of the ones that do don't admin the servers properly. If you admin the servers properly griefers will come and realize there's no point, and just go away. Just like for the above situation, there were multiple ways to handle it:

    Whitelist only: Griefers can't join, end of story, if someone wants to be whitelisted they need to actually communicate with the admins, and you can watch them play for a while. Most griefers won't go through the trouble.

    Having active admins: They can watch new players and instantly ban them as soon as they do something bad. A few times of this and they'll realize they're accomplishing nothing and leave.

    Taking the map down for maintenance: If the map isn't being run it can't be griefed. And if it's brought back with proper fixes then there's nothing to exploit and they'll leave. At the minimum having some downtime makes it so it's not a daily routine for someone to grief it.

    What you DON'T do is play games with the griefers and let them keep coming back and eventually getting invested enough into this where they escalate what they do.

    submitted by /u/f2euden
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    An open letter to localization managers, I hope it will be heard out from here since I've seen devs really care about the feedback in this sub.

    Posted: 30 Jul 2020 06:50 PM PDT

    I seem to be running a uranium based economy

    Posted: 31 Jul 2020 04:39 AM PDT

    Circuit networks and modding - noob question

    Posted: 31 Jul 2020 07:04 AM PDT

    I want to learn how to create mods. After some hours yesterday (Youtube mostly) I got a simple mod working. Besides the info.json I have the control.lua with the following

    function entity_placed(event) local player = game.get_player(event.player_index) local entity = event.created_entity local iron_count = player.get_item_count("iron-plate") player.print(iron_count) end script.on_event(defines.events.on_built_entity, entity_placed) 

    This prints the number of iron plates that the player has. (This is really just a slightly modified version of an example I saw in a Youtube video).

    I am very new to this.

    My question/request is: Can someone show me how I might "connect" with the circuit network? So, if I have a circuit network with a signal of 100 iron plates, how can I, say, print this? I assume it has something to do with LuaCircuitNetwork, but I am not sure I understand how to use this. I am looking just for a minimal working example.

    submitted by /u/wanttoknowaboutit
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    Is it a bug? Trains using same station won't repath if the alternate station isn't nearby.

    Posted: 31 Jul 2020 06:22 AM PDT

    Is it a bug? Trains using same station won't repath if the alternate station isn't nearby.

    On my city block seablock/TSM game, I have 6 trains that all carry mineral sludge.I have 6 stations that are called "mineral-sludge full" and when the trains have finished loading, they go there.

    Problem is, I didn't have the station next to each other, because parking area 1 was full when I needed to add the 3rd train, you know the drill.

    Problem became, that I would very occasionally get a train that tried to go to a station that already had a train at it (probably was empty when it started pathing), and would stubbornly sit at the chain signal waiting for that train to get out of the way.

    https://preview.redd.it/ehwa4zsp17e51.png?width=578&format=png&auto=webp&s=506b0c0559ded9b07c06919e444992be3bae5d0b

    When I moved the stations next to each other, (albeit now they are all farther away from the sludge facilities - yes, poor planning), then as soon as a train gets close, it sees the train there and repaths to the next available station. (I have show-rail-paths turned on in the F4 debug menu)

    So, my question is whether this is worth posting in the bug report forums, or is it just an edge case that isn't really a bug?

    submitted by /u/Jemsterr
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    Space exploration mod idea - connecting save files as new world??

    Posted: 31 Jul 2020 12:04 AM PDT

    So I have been binge gaming this mid for DAYS straight and my brother has also been with his own file. Now it's at the point I kind of wish we could have just had one file, but I love my base and he loves his.

    But wait, the space exploration mod is all about going to other worlds. WHAT IF YOU COULD IMPORT A SAVE FILE AS ANOTHER WORLD??

    Obviously it couldn't be a continually updating thin , rather just a one time Import, and you couldn't port over researches. But how cool would that be?? You could even have people make worlds with half destroyed bases or what not in creative mode, post them online, and just have a RNG when launching a satellite that one in twenty or so is a world which is a save file from a designated "bin". A few are there by default, but you can import your own if you want!

    Overall I think it'd be cool to combine save files, but it would also be cool to arrive on some planets with half destroyed and biter swarmed bases, and the like to add some variety to the mix and plant some seeds of a base design. Would that not be cool??

    If this was a feature, would you use it? Why or why not?

    submitted by /u/nanaki255
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    Compact (14 tiles wide) tileable beaconed (full 12 beacons per furnace) smelter outputting 10,800 plates (4 blue belts) a minute.

    Posted: 30 Jul 2020 04:58 PM PDT

    Factorio icons on blue print books

    Posted: 30 Jul 2020 08:02 PM PDT

    Factorio icons on blue print books

    I have not seen this mentioned anywhere so I thought I'd share this discovery. You can use item names in blue print books just the same as you could on train stations. To include an Icon, simply enter the text "item=" and the entity name in square brackets. All lower case and replace any spaces with a - e.g. [item=rocket-control-unit]

    Text can be anywhere in the name, and you can have more than one icon in a heading (not sure what the total character length is for a title).

    https://preview.redd.it/9cdf4tjey3e51.png?width=462&format=png&auto=webp&s=887ce039ce4d5bd70376d6f299819efb2f832866

    submitted by /u/MrBadDragon
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    Is using Flare Stack mod considered cheating?

    Posted: 31 Jul 2020 06:27 AM PDT

    It allows excess petroleum gas to be burned off or vented, allowing for the production of heavy and light oils.

    submitted by /u/theaveragecompromise
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