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    Monday, July 6, 2020

    Factorio Version 0.18.35

    Factorio Version 0.18.35


    Version 0.18.35

    Posted: 06 Jul 2020 05:57 AM PDT

    Graphics

    • High resolution power switch graphics.

    Bugfixes

    • Entities of other forces that are mined and brought back by undo are now set to have player force upon the undo application. more
    • Fixed a desync when unit group radius settings are changed.
    • Fixed that the final health value in the entity damaged event was wrong. more
    • Fixed a performance problem with the production stats GUI. more
    • Fixed the double slider with discrete values functionality. more
    • Fix 'Train stop names' checkbox showing tooltip with no locale entry. more
    • Fixed rendering of pipe pictures and covers when fluid box compound covers some fluid boxes without pipe pictures or covers. more

    Gui

    • Visual improvements to the bonuses GUI.
    • Visual improvements to the tutorial list GUI.

    Minor Features

    • Gps tags are now surface aware.

    Scripting

    • Added on_player_clicked_gps_tag event.

    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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    After playing for 3 months in quarantine with my 6-year-old little brother, I'm leaving tomorrow to travel to the other side of the world back to my home. As a final send off, we joined the biters, burned down our ribbon maze factory, and saved the planet.

    Posted: 06 Jul 2020 07:27 AM PDT

    Steam achievement icon for iron throne 2 is misleading (gear is not shiny when completed and looks same as uncompleted one)

    Posted: 05 Jul 2020 07:39 PM PDT

    If connected circuit networks blinked instead of glowed, they would be a lot easier to get an overview over.

    Posted: 05 Jul 2020 04:33 PM PDT

    Editor for circuits network

    Posted: 06 Jul 2020 04:57 AM PDT

    Editor, that simpify modifications on red/green wire mess when there more than 3 combinators around:

    1. player select all entites, that require circuit connections (same way as CTRL+C works, but different shortcut)
    2. editor window pops up
    3. after confirming changes player gets temp-BP on hand with all wires attached, that can be placed on top of entities selected in point 1. There are no changes to in-world entities.

    Editor properties:
    - all entities are represented by box with icon, initial placemed derived from in-world placement
    - all wires go in straight line (result would look like this but with red / green wire colors)
    - entites can be moved freely (these changes are ignored in the end - for edidor readablility only)
    - ability to change entity circuit property values (maybe as docked panel on editor window - simmilar how map generator is docked to map preview: always visible, changes content based on 'focused' entity)

    not sure how to handle max wire length:
    - add electric pole? which one? - select in config? where to plece it?
    - not allow it at all? how to visualize that?

    PS: I could post it on forums, but devs have better things to do now, than read yet another wall of text with crazy idea :)

    Cheers

    submitted by /u/CzBuCHi
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    My fastest rocket launch (~20h) and favorite map so far! Getting ready for phase 2 - the expansion.

    Posted: 05 Jul 2020 06:56 PM PDT

    Symmetrical smelter I've built for my base, beacons in the works...

    Posted: 06 Jul 2020 07:06 AM PDT

    Fluid ratio designs

    Posted: 06 Jul 2020 07:57 AM PDT

    I always like to develop factories with optimal ratio's, including the belts (and a bit inserters). However, I still don't understand how to handle the fluid ratio's. I try to calculate the production rate (e.g. oil pump), but somehow my results don't seem fitting, I guess it's due to the fluid dynamics of piping.

    How do you guys normally work around fluids? Do you just over- or undersaturate your production ratio's or do you have any tips?

    submitted by /u/1302ronald
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    Just getting started. Very unorganized, but it works. Any tips or suggestions?

    Posted: 05 Jul 2020 08:30 PM PDT

    Needing help with circuits

    Posted: 06 Jul 2020 08:25 AM PDT

    I basically want a system witch reads a boxes item quantity and after 30 seconds it reads it again and if the first number is greater than the second it turns a lamp red. if the first number is less than the second it turns a lamp green. i think it would be an easy way to see what item i need more of. i just dont know how to actually store information in the game.

    submitted by /u/Zolix88
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    How do I use the radar to look around the map?

    Posted: 06 Jul 2020 07:14 AM PDT

    I'm new to factorio and i was wondering how do I use the radar to look around the map?I'm zooming in but it isnt letting me look at the actual thing just the normal map dots.

    submitted by /u/darian4444
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    110 hours into Bobs+Angels

    Posted: 05 Jul 2020 10:55 PM PDT

    110 hours into Bobs+Angels

    Several people have recently posted their first-time AB bases and experiences, and I thought I'd share mine as well. Here's 110 hours into my first try at it: peaceful, no pollution, all of Angels+Bobs except for Bob's greenhouses and enemies, also using miniloaders, larger lamps, nixies, RSO, FNEI, Helmod, etc. I've just started green science.

    Map view

    The base is designed on a "miniblocks" system, which I posted for Krastorio 2. The blocks in this cases are 2x2 chunk mini-factories making either one or a collection of goods, fed by a logistic belt system, and annotated with icons of the most notable things they make. They're staggered in a brick pattern so that each silo has 3 links to adjacent silos (top+bottom and either left or right), and 4 lanes of input/output. I think I overbuilt the logistic system this time around, as I'm starting to see UPS hits (usually 48-55 UPS, depending on zoom level, unless it's blocked on something). It definitely posts worse UPS than an LTN city block design. The brick pattern logistic system has twice as many hubs as a square pattern, and I could have used 6x6 warehouses instead of 4x4 silos to have more space for I/O.

    If I play A+B again I'll probably go for a mixed spaghetti+ravioli approach, where blocks feed directly by belt to adjacent blocks, and only use a logistic system for low-volume long-distance transport of reagents. That should be more UPS efficient, and will add an interesting puzzle aspect to the layout.

    Partway in, I found the most fun part to be designing the assembly lines, so I tried to design to the highest-tech ore sorting and smelting system for each ore. So here is gold and cobalt (should have been gold and silver since they both need cyanide, but I needed a cobalt smelter at the time):

    Gold and cobalt

    And here is copper and related metals (tin, copper, lead, brass, bronze, solder). It does many things, but not very fast. Lead is for some reason not using the top-tier process, I guess I forgot to upgrade it.

    Tin, Copper, Lead, Solder

    You can see in these designs the logistic system on the left and right. The silos each request a variety of resources, then output up to 4 lanes of resources to either side of each block. That means it works for blocks with up to 7 different inputs and possibly several outputs (but at most 8 belt lanes of I/O total). Recipes using more than 8 ingredients can use an extender, as shown at the left of the cobalt+gold production line.

    I also did this for ore sorting, but of course that's a huge headache: so far it seems much simpler to use catalyst sorting in A+B as the main production method, compared to either single-ore refining or ferrous/cupric sludge. The way I did it led to especially severe production balancing problems that I'm still trying to sort out: I always have too much aluminium, titanium or nickel, and never enough cobalt. I'm catalyst sorting iron and tin, and I'll probably add cobalt next. Hopefully aluminium and titanium will sort themselves as I work on green science.

    So far I haven't touched oil, and used only bio processing. I assume I'll have to refine it for rocket fuel eventually.

    I started screwing around with nuclear power (the "uranium fuel cell" icon at left) partly as a way to sink uranium and to get neptunium for further refining, but the main power supplies are big off-screen solar+accumulator fields with coal for backup. Losing power is extra bad for me, because it messes up the combinator logic.

    submitted by /u/bitwiseshiftleft
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    120 hours into my first Bobs and Angels run

    Posted: 05 Jul 2020 12:02 PM PDT

    Allow pumps to be placed over pipes

    Posted: 05 Jul 2020 01:02 PM PDT

    I've got a question/suggestion for the devs: why can't pumps be placed over normal pipes like underground belts, underground pipes, splitters, etc.

    This seems like an obvious qol, simple upgrade that could be implemented with little trouble.

    submitted by /u/luckylookinglurker
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    Factorio Gore

    Posted: 06 Jul 2020 04:10 AM PDT

    Suggestion: on launch of first rocket, play a stop motion ‘replay’ video of your base expanding

    Posted: 05 Jul 2020 10:42 AM PDT

    Should I use Bots from now on?

    Posted: 06 Jul 2020 08:26 AM PDT

    Should I use Bots from now on?

    https://preview.redd.it/k1d40oh189951.png?width=3440&format=png&auto=webp&s=56d7bafe101f69cde6b540acddd4d78e617f9763

    So far I automated every single item I ever paced in my Krastorio 2 playthrough, an just added assemblers for roboports and bots. Should I use them to for the rest of my make-everything or should I keep up the spaghetti?

    submitted by /u/JonnyBoss015
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    Is it worth it to upgrade the tracks from yellow to red for a faster rate ?

    Posted: 06 Jul 2020 06:22 AM PDT

    There is no Spoon, in a nutshell

    Posted: 05 Jul 2020 12:50 PM PDT

    What's up with personal robots?

    Posted: 05 Jul 2020 09:19 PM PDT

    Has anyone else had problems with all of your personal robots placing the entities of blueprints great at first, then just trickle down to 3-4 robots near the end? I have this problem all the time, even when there are hundreds of entities left to place, especially belts. It seems to be really pronounced after 0.18.34. Any thoughts?

    submitted by /u/omegicron
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    is there a coal power plant?

    Posted: 05 Jul 2020 09:19 PM PDT

    i'm getting too much coal what can i do with it late game?

    Also just got the game so super new.

    submitted by /u/bleedinghero
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    Looking for people to start a new play through.

    Posted: 05 Jul 2020 08:48 PM PDT

    Just lookin for some people who are down to launch some rockets on a new world. Message me if you are down. My steam username is Moonrider_103

    submitted by /u/Moonrider_103
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