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    Wednesday, July 15, 2020

    Factorio Version 0.18.36

    Factorio Version 0.18.36


    Version 0.18.36

    Posted: 15 Jul 2020 06:19 AM PDT

    Gui

    • New high resolution tips and tricks images.
    • Visual improvements to the tips and tricks GUI and the rocket silo stats GUI.

    Graphics

    • New remnants for assembling machines and land mine.
    • New visual effects for slowdown capsule.

    Changes

    • Changed sorting order of items: Same items but without data are first. Descending order of Health/Ammo/Durability.
    • Units are now affected by the 'movement_slow_down_factor' defined in their attack parameters.
    • Slowdown capsules slowdown factor increased from 50% to 75%.

    Sounds

    • Updated sounds for assembling machines 1, 2, and 3.
    • New sounds for mining and eating fish.
    • New sound for spitter spawner, repairing robots.
    • New sound for throwing capsules, grenades, combat robots.
    • Various levels adjusted including new default sound settings.

    Bugfixes

    • Fixed that force.reset() wouldn't clear saved research progress. more
    • Fixed disabling, renaming or destroying unreachable train stop would not cause repath of trains in NO_PATH to go to next station.
    • Fixed bonuses GUI showing duplicate entries if it was open when a research finished. more
    • Fixed auto-launch would send rocket when there were still empty slots for payload. more
    • Fixed corruption related to sorting module inventories.
    • Fixed logistic robots would keep trying to feed chest which has item stacks over the stack size. more
    • Fixed entities with wire rendering disabled in entity prototype would still have wires rendered in screenshots. more
    • Fixed upgrading mining drill would disable input fluid box if resource was depleted. more
    • Fixed pause game control input was not working when in multiplayer. more
    • Fixed that the RCON interface would sometimes send an extra empty reply. more
    • Fixed that groups of enemies wouldn't be distracted by a player in a car or tank. more
    • Fixed tank icon having accidental border. more

    Optimizations

    • Improved performance of sorting inventories.
    • Improved performance of inventory highlights.

    Scripting

    • Added on_player_flushed_fluid event.
    • Added LuaPlayer::hand_location. more

    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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    Compact Utility Science

    Posted: 15 Jul 2020 02:27 AM PDT

    I present to you a ridiculous solution to a trivial problem!

    Posted: 14 Jul 2020 10:17 AM PDT

    How to make perfect landfill

    Posted: 15 Jul 2020 05:04 AM PDT

    Electric Miner

    Posted: 15 Jul 2020 07:14 AM PDT

    So... i wanted more plastic production. I uhhh... might have overdone it a bit.

    Posted: 15 Jul 2020 06:02 AM PDT

    In theory, this design puts out 715.26 plastic bars per second, or 15.89 belts. In practice it's 693 plastic bars per second or 15.4 belts. Yeah.. guess that should be enough for a while..¯\_(ツ)_/¯

    Anyone have any idea for a more UPS-friendly approach to condense the 21 output belts into the 16 train loader belts?

    !blueprint https://pastebin.com/rqYnwgGt

    submitted by /u/C6500
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    100% safe, combinator-free, bidirectional, railway crossing.

    Posted: 15 Jul 2020 05:40 AM PDT

    !blueprint 0eNrtWdtuozAQ/Rc/Q4W5Jw/7sp+xqiIn8SaWwCDbtBtV/PsaaNk04DDTdhVttC9VAPswM2c6Mz68kG3R8FoJacj6hYhdJTVZ/3ghWhwkK7p75lRzsibC8JJ4RLKyu1JMFKT1iJB7/ousafvoES6NMIIP+/uL00Y25ZYru2DcqU0luf/MisKi1ZW2WyrZvcfC+OlD4pGT/RE+JG3rTWBCGEyyABO988N/9fUKDrU4HtkLxXfD83AGNYYZFy8Yl8BgogWYdIQp+V40pc8La7wSO7+uCn7NrsFZmwly8FZ3K2j3R/H9ObnCXmVnr+6uaX5xI0rax3bOwAzp52iWUVWx2fIjexKV6pbthNo1wmyqmsvNgRmLaVTDvfGB4my/0Vzqbv3wqGpM3ZjNJM2fhDJNnwxvxvUr/KDL9jc8a8R+NPKnUBoLpHkHAd/UBb53vqyZYqZzg3wjLZym9IKV3EFK/ufNpeXDL1hZz5ASniffdVI+EysmT+Yo5GHwXWrDujIVTAPhkUZz+6qiUnpgGJPB86FYjdb0KTUNAkVVBxos4YU4PLqEF+DwwgU8JFwEyqR7SiS6cmQSjRdCi2Q+WYBDJmYKKsRLbYvC6vlS26I5sm99rG1d1kPL3fsbYXhxI3bVCbrCOX7bPrY7MflVrYzepJVNJgwaOZgJAxAzi0MnbHhdGjrDEDZ1Xhk6FwpkUdna9UbEXOa8e1QpJg98g02gV/4OitskxW5+PtpjxFel35jK1wo6Kq8caXTWyoyl7nA0fn/+mTm/9MwFy0U3jMGYMRgzAWOGYMwUihmAITMoJNzKHAoJD+YKCgnmPAqQx85JAUj/F4C/WACcJ9UIqV64VAekeuGCiXAHZxcMUq5wwSQf1RlQ81oUXDT9ywEuSqHzWpTi4nfbeY3+28Oa/Z+64MlJS4aTHu7gwGhz1hGLHKo9gE540QoqPcB0zgCqPMDgKFB4gKGFKN3hDrIods2tcQSUHWCBjYGqAwwtQYkOjuYTp6ijtwsl+6DkgOpgc8K4ByQyR7l5PwLDbbTyGCz9xCvckX460M99/wlQcoPrKxJFaR89yqM3fOVbn30U9EjBttzGnXxXldZdMfPIE1e6x8iyiNIsSIJ81ba/AZx/frE=


    With "100% safe" I mean "you won't get run over unless someone is driving manually and ignoring signals". Add gates over track at your heart's content but unless you're putting a repair bot next to it trains will still crash through them and into you so alas 110% safety is impossible. The solution is easy: Don't drive manually, least of all at speed through crossings.

    Combinator-free means exactly that: It doesn't use any combinators. This is possible because gates have two connection points so you can set two conditions and output two signals. Which also means that it doesn't require power to work. As to the details, load up the blueprint.

    Bidirectional means that it works for bidirectional rail, which may or may not be useful in certain circumstances. You can safely delete the signals on one side of the track if you don't need them.

    As-is, the thing can't be expanded to span multiple rails, OTOH, after messing around quite a lot, I fail to see the point in hooking up multiple crossings like that anyway as you're only blocking more rail than necessary. Just put multiple independent crossings on the different tracks. Both gates of one crossing lower and raise in unison, I think that's plenty to have a "clean" feel to the mechanics.

    Lights are of course optional, and mess with the colours as you please (though be aware of colour precedence). You can also get by without power poles. Only thing you need is gates, four walls, one signal (better two to keep the signal block small), and plenty of wire.

    And before someone asks: Yes, it's absolutely necessary for the gates to be raised by default, as the engineer can easily be fast enough to run onto the tracks from a standstill while the gates are raising. Generally you then end up being caught right in the middle of the crossing, with no way to get out. It's possible to get past that with excessive logic but KISS, also, making it power-outage safe would make it even more complicated.

    One slightly ugly thing about how it works right now is that it's possible for the gates to stay up and the train will still not rush by, but stop before the crossing, with the gates raising after it has made a complete stop. You can change that by making the logic use the "yellow" signal from the signal block spanning the crossing itself, instead of the block preceding it, by using a signal that's going into the other direction. But that would destroy bidirectionality, use more wire, and not gain much at all, so, meh. You can also add another signal directly in front of the stoppage signal to lower the chances of that happening drastically. EDIT: On second thought, that explanation makes no sense at all.

    EDIT2: Train gates for the paranoid:

    !blueprint 0eNrtWttuozAU/Bc/Q4VvXPKwP7KqIpq4qSUwyJh2o4p/X0NampC4HKdZZTfdl6rGeMBzxj4+Q17RQ9GKWktl0OIVyVWlGrT4+YoauVF50V8z21qgBZJGlChAKi/7ls5lgboASbUWv9ACd/cBEspII8Vu/NDYLlVbPghtbzgYGb6hB6iuGjumUv2DLE6Y3fEAbe0/+I5b+LXUYrXrJ11whEpG1MZUSoQveXEKlB+C2jkaXRXLB/GUP8tK97etpF610iyrWqjlJjcW0+hWBGOHFvl62QjV9Pc/5kWz12cB1+MDH6VuzPKIvmepTTtM+f2NhztCLdZo906NyfsgRH2jrHOdm/5R6Afqdv1qx0TTg+L+Tz90j2ppW3F333UniKKeRBFL1AkYBoNhMzAcBkNnYOIRphRr2ZahKCxFWq7CuirEZ+816gDC6b7w+nYyaeN0coFRRxQSz3lfSq67rqo1deuhzGjQ5QUkPgA1ooc4Y12cvxQOo5I6gpJ+PLm08QiLvKxPBIXsi/HzoHyFq1xtzZNUm9k9IUBtI+yjiko3uwjDqUkcVGTj2wySOiYBe+3OOJrDI354eA4v8sMjM3iecBSkpFsSEs4cSsJshlrPyPMZOE9hxqCNeC6NYdh+PpfGcOqZx85LY9P90Mbu8AKJJhc4d0U385v4dfPYapurS6UyfJVUdnTCwK4TBolAkfk+B+Ij6ghxUYf9qHOsZkJglc4nhc5MUigqu1+/03kqJgddlc7VRix9F81bFDZa2PD7Dn55ssXipZbcuHwvIwi7yzniv18j2dBtnkw4VLknjkHRELoIUKAyMGgKxpxLhmMZFzkkGkMBQhdCAp5WDJ5WCsZkYMwMjEmgmDSCYoJVQjEUEv6WBAoJJpPSGdnMyI4y4HiX6iiHzgksOhpDIcHLk4LXBnwboamnfXaUVOL/SeUPJhXqqoNo5me8/YXnsQ/eL8QV2C5jkR95LtMS+9luLhjiZ366YOi5ruWXqj06rfYYg1Z7jPnxd91qD//bpZ5dDJM4OcPC/YzLG7CbrGYdXMRQ5xLkD7EEalzC4FKobwmDy4C2JQiNR16u5Q2oiLs+knEMNC1hxBKgZwlDo16WpevDG/My7lwo/EzD0iuDnfqsFkwDObng+rDBY695345feZ1PbxzsJPPEy3T7BsdjN1WpF1WutZv52ZPHhWT/S4/htyCLvZ+OBOhZ6Ga4IUkoxkkSxYR13W/hspWn

    submitted by /u/barsoap
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    The Factory Must Grow... [OC] [3000x2000]

    Posted: 15 Jul 2020 07:45 AM PDT

    How to do fluid calculations / control fluid use

    Posted: 15 Jul 2020 04:45 AM PDT

    When I'm building item based production, I know the numbers - x number of miners to fill a belt, so many assembly machines to make a belt of output, using so much input.

    But with fluids, it all goes a bit vague. I have no control that I can see over how much input I have (a fixed number of oil spots, all with pumpjacks, and that's it). Sure, I can do an oil cracking plant that's to ratio, but that just means I have whatever fixed amount of petroleum coming out.

    Then with plastic I go "1 coal = 2 plastic, and I need petroleum". Same with sulfur - I set up enough to get a full belt out, but input? Just pipe it in and hope. And sulfuric acid, I've no idea - throw the ingredients at a set of chemical plants and hope!

    I can do the numbers, in the sense that I know my plastic line needs x petroleum per second, but I don't know how to control what gets sent to different areas, in the way that I can with belts. I know that pumps do this, but I don't see people using them in that way in the playthroughs I've watched.

    So what do people do? Is it just a case of "pipe everything up and don't worry"? What do people do for sulfuric acid, in terms of how much to produce? Or is there a good walkthrough/tutorial about this that I've missed?

    submitted by /u/pf_moore
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    Using a ROG Zephyrus Duo secondary screen for the cheat sheet

    Posted: 14 Jul 2020 01:13 PM PDT

    O.R.E.B.L.O.C.K

    Posted: 14 Jul 2020 04:18 PM PDT

    O.R.E.B.L.O.C.K

    Click to Zoom

    Factorio Engineer's O.R.E.B.L.O.C.K. - Occasionally Repetitive Engineering Builds Lots of Ore Components Kinetically . In Seablock ore is generated from mineral sludge, which is ultimately filtered from seawater. Each of these factory blocks can create 600 crushed ore/second. Of which up to 600/s can be hyro-refined (froth flotation) into T2 ore chunks. Of which up to 300/s can be leached into T3 ore crystals. Of which up to 150/s can be roasted into T4 purified ore. Thankfully there are only 4 tiers of ore processing. The control scheme is a simple spill-over - where each tier of ore retains a threshold of 2 full trainloads before sending any excess on to the next tier of processing. All 4 tiers of ore are used at different places in the factory.

    Block layout

    Waste water from the flotation cells is first processed to recapture valuable waste products (such as sulfur, fluorite, etc, it varies depending on the type of ore). If that waste product backs up the waste water is then shunted to clarifiers where it is voided. Waste stone from the crushing process and waste geodes from the flotation process are dissolved and filtered back into mineral sludge which is then injected back into the start of the process. This recycled sludge is balanced across the 8 incoming mineral sludge pipelines and is preferentially consumed. Each OREBLOCK requires only two inputs from the LTN network - wood blocks for charcoal filters and an acid for the leaching process. Oh, and it takes 1.3 GW of power.

    Click to Enhance

    Incoming mineral sludge comes from the factory block next door. This Super Large Ultimate Density Generative Extractor produces 12k mineral sludge/second split across 8 output pipelines of 1.5k/s ea. Sea water is electrolysed to produce hydrogen, oxygen, and slag. The gases are flared off and the slag is dissolved with sulfuric acid and filtered into mineral sludge. Excess sulfur from the filtration process is exported, and if this backs up the sulfuric waste water is simply voided. Tianaton farms at the bottom right provide the cellulose for charcoal filters, and with the extra space I had at the bottom left I'm pumping hydrogen sulfide from the seafloor and converting it into even more sulfur for export. This block requires no inputs from the train network - although it does take a hefty 2.2 GW of power.

    Nauvic Unconstrained Kinetic-Electric Production Leverages Advanced Nuclear Technology

    With these kind of power requirements we're going to need something radioactive. Each of these NUKEPLANTs produces 5GW with 16 deuterium reactors. Deuterium fuel cell production and reactor input/output inserters are powered independently by solar pannels + accumulators to prevent a brownout spiral.

    Overall Organization

    All 6 OREBLOCK / SLUDGE pairs are identical - 1 for each of the 6 types of ore in Seablock. So the whole factory is rated for 3.6k ore/s.

    Base : 0.18.34

    Seablock : 0.4.8

    submitted by /u/Joe_Cool_1952
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    My first GW factory. puts out ~1.13GW. Ratios aren't perfect (slightly too many engines for the number of reactors). I've had to move it a couple of times because I didn't leave enough room for pipes. I'm hoping I won't have to move it again when I want to up the output.

    Posted: 14 Jul 2020 11:11 PM PDT

    Rotating while placing belts normally vs "ghost mode"

    Posted: 15 Jul 2020 12:29 AM PDT

    It's really annoying that when you place belts normally and use R to rotate them they rotate clockwise, but when you use shift to force ghost mode, shift-R makes them rotate counter-clockwise.

    submitted by /u/khalamar
    [link] [comments]

    I need help changing the uranium processing recipe.

    Posted: 15 Jul 2020 06:05 AM PDT

    I want to make a very simple change to the uranium processing recipe to make uranium-235 have a higher chance (i havent decided between 5% or 10%) of appearing. If someone can help me by pointing me in the right direction or by just outright making the mod for me it would be greatly appreciated.

    submitted by /u/KotaruTWK
    [link] [comments]

    Why cant I place the station on the right side of the track aka the only part where the station will work? I have cleared the building area and i cant place it on the right side of the track anywhere.

    Posted: 14 Jul 2020 10:12 PM PDT

    I just started playing. And I am having a blast without any tutorials

    Posted: 14 Jul 2020 01:55 PM PDT

    Figuring out how things work, without any tutorials is so much fun! I am ~10h into the game, I see that it's just the surface, especially when I see some videos from later stages - but getting to know the game by itself is so much fun! I feel like tutorials "how to build a train" are just spoilers and you miss much of the game by watching it.

    submitted by /u/zbyshekh
    [link] [comments]

    Train blocks

    Posted: 14 Jul 2020 10:42 PM PDT

    Train blocks

    Hi, watched a couple of tutorial videos and searched for similar questions, thought I got it, but apperantly not.

    As you can see , I tried to split to blocks as I can think of the right way. but still I got the "no path" problem. why's that?

    train blocks

    submitted by /u/Benta54
    [link] [comments]

    I'm not a big builder or anything, I'm new, but I think you guys might like it! Any advice on how to get good at this game?

    Posted: 14 Jul 2020 02:37 PM PDT

    This should be quick

    Posted: 15 Jul 2020 12:43 AM PDT

    how do I open a browser during gameplay, like to access kirk Mcdonald, or factorio Wiki?

    Just never tried, and tired of stopping to fool with my phone when I can get same info on screen, as seen in nearly all gameplay videos.

    Thanks

    submitted by /u/AsinineLine
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    my second iron processing setup, what do you think?

    Posted: 14 Jul 2020 01:18 PM PDT

    Do you number your factories or name them something original?

    Posted: 14 Jul 2020 10:56 PM PDT

    Ever since 0.14 I began to number my factories, I had built at least a dozen before so I just kind of guessed when I started each factory and numbered them accordingly. I figured I had built around 15 factories so I started from there. Now around 1000 hours later I'm almost done my biggest factory yet, number 29 and I will begin my 30th factory once 1.0 releases. It's weird how I built my first 15 factories within 200 hours but then my next fifteen took 100 hours. BTW I only number factories that I play for at least 10 hours as that's when it really becomes a factory. I'm just curious if anyone else does this as I really never knew what to name each individual save. Numbering them in order just seemed right and its also really cool to look back on my previous factories in order. Do any of you save every single factory you make? I have about 10 saved out of the 29 I have made and the oldest is from 0.12. I'm not sure what happened to the rest, I guess I deleted them because I thought you could only have 1 save at a time, stupid I know. I wish I had a save of my first base, the game felt very different back in 2016 for me. The excitement of discovery, the pain of planning production lines, the constant fear of attacks, not knowing you could have more than one lab researching science, yes in one of my first games I researched a good portion of the tech tree with one laboratory because I didn't think you could research the same thing in multiple laboratories at the same time, please give me a break I was 12. Enough of my rambling, I would like to hear from all you fellow engineers, do you number your factories? Do you have all if not most of your factories still saved or do you only keep your latest ones? What's your oldest save? How many do you have?

    submitted by /u/Red-Canadian
    [link] [comments]

    Still new to the game, is this Spaghetti enough?

    Posted: 14 Jul 2020 03:07 PM PDT

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