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    Friday, August 7, 2020

    Factorio Friday Facts #359 - Crash site: The beginning

    Factorio Friday Facts #359 - Crash site: The beginning


    Friday Facts #359 - Crash site: The beginning

    Posted: 07 Aug 2020 02:29 AM PDT

    Literally Unplayable...

    Posted: 07 Aug 2020 04:50 AM PDT

    1350 Grey Science per Minute

    Posted: 06 Aug 2020 10:27 PM PDT

    Here's the new ship, resized to a 1080p wallpaper

    Posted: 07 Aug 2020 03:26 AM PDT

    Test Riding the (nearly) Automated Wood Destroyer

    Posted: 06 Aug 2020 07:35 PM PDT

    Version 0.18.44

    Posted: 07 Aug 2020 02:28 AM PDT

    Graphics

    • Reworked Electric mining drill graphics, removing their vertical structure - to fix tile overlapping and other issues introduced with redesign.

    Bugfixes

    • Added equipment icon to Personal laser defense technology icon. more
    • Fixed logistic chest shadows were shorter than other chests. more
    • Fixed that unit groups could get stuck after getting close to their target. more
    • Fixed loading Blueprint books before version 0.18.42.
    • Fixed that when importing blueprint string, the error had success sound and the success had error sound. more
    • Fixed the small shortcut buttons didn't follow the same color settings as the big ones.
    • Added better error when attempting to load NPE save.

    Gui

    • Tweaked the loading progress bar styles a bit, so they are slimmer and can fit more text.

    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]

    Version 0.18.45

    Posted: 07 Aug 2020 07:15 AM PDT

    Graphics

    • Fixed mistakes in some technology icons. (Flipped underground belt in Logistics, and graphical artifacts in modules)

    Sounds

    • Improved various sounds, mainly inserters, assembling machines and laser beam.
    • Tweaked various sound levels.

    Bugfixes

    • Fixed empty spacing in Rocket silo stats GUI. more
    • Fixed wave defence bonuses persisting between rounds if you lost via rocket silo dying. 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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    I cant stop making monsters, this time its robots

    Posted: 07 Aug 2020 05:39 AM PDT

    I love the new logistics chest graphic

    Posted: 07 Aug 2020 06:51 AM PDT

    https://cdn.factorio.com/assets/img/blog/fff-359-technology-icons.png

    It explains visually exactly what each chest does. Great attention to detail, devs!

    submitted by /u/Factorio_Poster
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    Can we just take a moment to appreciate the robustness of the achievement tracking.

    Posted: 06 Aug 2020 05:28 PM PDT

    There aren't many games out there that update achievement progress in real time, even in an in game menu, but I can't think of another game that allows you to pin an achievement to the game screen for tracking. This is an awesome feature and I wish more games did it.

    submitted by /u/Anbucleric
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    Just picked this game up and I love it! This is my factory after 8 hours, does it look good?

    Posted: 06 Aug 2020 02:11 PM PDT

    My girlfriend's first military science setup! It's her first game, I'm teaching her how to play but she did this all on her own! :)

    Posted: 06 Aug 2020 06:47 PM PDT

    So It Begins - My Survival Mega Base With No Imported Blueprints

    Posted: 07 Aug 2020 07:53 AM PDT

    38/38 Achievements unlocked (Vanilla). Behold the worst part of the process, Mass Production 3. One of three Electronic Circuit "storage" lines (just over 5 million of them in this photo alone). Highlights in comments.

    Posted: 06 Aug 2020 08:51 AM PDT

    Finally finished my challenge, City block with only trains, no main bus from beginning, with 150 SPM

    Posted: 06 Aug 2020 07:11 PM PDT

    Finally finished my challenge, City block with only trains, no main bus from beginning, with 150 SPM

    https://preview.redd.it/2brm8gfeohf51.png?width=1920&format=png&auto=webp&s=203f24767124399b137d91c334e5e8acdc99c25e

    so I decided to run a challenge map for myself, Rail world settings but kept the materials all at 100% density and 100% size, but 33% frequency. also I turned back on biter expansion so that biters can keep growing. but I put their expansion range fairly short. this turned out to make it a bit more difficult as the biters were making more compact nests and thus made it quite difficult to kill them in the early stages. had to do a lot of repair work on the walls.

    This challenge turned out to be more work than I expected and a lot slower. originally I was trying to do a starter base only until the end of red and green science but found out that dealing with biters was a lot harder with just those 2 science levels. I had to include chemical and military science in the starter base to get enough damage that my AP rounds were dealing with the Big biters. Behemoths showed up fairly quickly after I had set up the main base with the defenses. I was originally planning on getting artillery around the walls but never got around to building them. I ended up not needing them since with an abundance of uranium to make atomic bombs, I was just going around and wiping out all the biters nests that were near my pollution cloud.

    for anyone interested in taking a closer look at the base, here is a link to download my save and feel free to take a look.

    https://1drv.ms/u/s!AijRSnVRY4C4n30V2-isCLPP8d_P?e=5iwBrv

    submitted by /u/DarkenDragon
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    I am loving Krastorio 2. Its insane.

    Posted: 07 Aug 2020 02:36 AM PDT

    I wish the wiki/guide was available offline so I can read a bit without the game running or what not.

    Also there's so many more inputs how do I properly build a mall now? I feel like I'd need just one inserter only mall.

    But the creator who did the artwork really outdid themselves.

    submitted by /u/Illusion13
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    Version 0.18.43

    Posted: 06 Aug 2020 09:24 AM PDT

    Graphics

    • Updated the technology icons.
    • Updated the "Make a copy of blueprint" icon.

    Gui

    • Added simple credits gui.
    • Updated the style of progressbar dialogs.
    • Updated the style of map editor.

    Changes

    • Changed the default debug settings to only show grid and nothing else.

    Bugfixes

    • Fixed that Blueprint books in the library didn't propagate its modded icon backups properly into the game.
    • Fixed that Blueprint books in item form did loose its modded icon backed up state when saved between versions 0.18.37 and 0.18.42
    • Fixed that swapping ghost cursor with an item didn't clear the quickbar selection immediately.
    • Fixed PvP script error when starting a new round with duplicate starting areas. more
    • Fixed PvP scenario not restoring character bonuses after respawn. more
    • Fixed that most of the windows were not squashing as they should when they couldn't fit the screen.
    • Fixed squashing of save name label in the load/save map dialog and load/save map progress windows.
    • Fixed that biters could attack entities beyond their attack range. more
    • Fixed crash when opening train gui through non-locomotive while in map view in latency state. more
    • Fixed that the deconstruction planner was ignoring specified tile filters when removing tile ghosts.
    • Fixed that the deconstruction planner with normal tile setting was ignoring tiles when the selection contained only tile ghosts + tiles.
    • Fixed that the deconstruction planner with tile ghost filter selected didn't select (with whitelist) or ignore (with blacklist) the tile ghosts.
    • Fixed that the deconstruction planner with tiles and rocks only and blacklist always ignored tiles.
    • Fixed lights of entities just outside of right or bottom border of screen were drawn twice sometimes.
    • Fixed drag-placing ghost item in zoomed-to-world view would drag the view instead. more
    • Fixed that barreling recipes were generated for "fluid-unknown".

    Scripting

    • Empty LuaPrototype collision masks will now return an empty table, rather than nil.
    • LuaEntity::circuit_connected_entities and LuaEntity::circuit_connection_definitions return data for entity ghosts. 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
    [link] [comments]

    City Block Megabase

    Posted: 07 Aug 2020 05:26 AM PDT

    Hey everyone,

    I've recently finished a new playthrough and finally want get down into megabase territory. However I've still not decided how to do it. I find the city blocks Nilaus uses very appealing, because you have everything nice and organized, complete roboport coverage and it's highly blueprintable, especially since the latest BP library updates.

    What bugs me about it though is that you either have not enough stations, no train stackers, ridiculously large blocks or too short trains. In the past I had my problems with stations without stackers and thus I'm really careful spending 100s of hrs but then regretting it because of the poor layout right from the beginning.

    Nilaus uses a 4-Lane system which of course causes the space for the stations within one city block to be rather limited. A 2-lane layout would increase the space available immensely and would be much easier to design. Do you think the throughput would be high enough with a 2-lane layout or do you have any other suggestions of how to layout the city block grid?

    I'm pretty sure he'll come up with something amazing as always, but I can't really wait because I have holidays at the moment.

    I'd really appreciate some creative input on how you'd solve the problems

    submitted by /u/ichhalt1996
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    Whats your preferred logistics system?

    Posted: 06 Aug 2020 07:15 PM PDT

    Just curious what folks prefer as their main logistics system in their factories

    View Poll

    submitted by /u/Melodramatic_Toe
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    Really like the challenge of "oh crap, I need that now... how to route that to HERE"

    Posted: 06 Aug 2020 02:01 PM PDT

    People of Factorio can you please help me with bignum division

    Posted: 07 Aug 2020 08:23 AM PDT

    So I am working on a project that needs big numbers (longer than the max 10 digit) and I've come to a wall, division. My bignum implementation is using multiple combinators next to each other that pass the numbers (basically I have multiple wires next to each other and each wire transfers one digit of the number. 123 would be represented as 1 2 3). Now the trouble is that I have to divide 1 by n (1/n) where both 1 and n are integers and get a bigfloat output (preferably expandable so you can easily choose how much decimals you want to get). I will happily explain anything you don't understand (English isn't my first language). Any help is appreciated.

    submitted by /u/FilipForFico
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    proposal for a surface drill without the illogical pointy bit

    Posted: 07 Aug 2020 04:33 AM PDT

    Bug?

    Posted: 07 Aug 2020 12:43 AM PDT

    Edit: What I thought was a 'bug' was clarified to be a operating problem on my end. Leaving the original post for future reference:

    "Hello, I played the tutorial to see if I would be interested in the game but It seems really glitchy? Is this coal mining from an iron ore deposit normal? I also had machines just stop working until I took the coal out and put it back in to 'reset' it. Hoping this might just be a tutorial problem?"

    submitted by /u/GloomyBackup
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    Deleted Tab in the Blueprint Library

    Posted: 06 Aug 2020 03:03 PM PDT

    my forums post about this

    do you know how most emails have a 'deleted emails' folder? well what if factorio had the same thing, but for blueprints?

    whenever you delete a blueprint or blueprint book from either your inventory or your BPL it is not deleted, at least not yet. Instead of permanently deleting when you press that red X it will instead move it from your inventory or BPL into a 'deleted blueprints' tab in the blueprint menu. Now you can choose to recover your blueprints by moving them out of the deleted tab.

    when you close your game ALL blueprints and blueprint books in the deleted blueprints tab will be forever erased

    you could also move blueprints manually into the deleted blueprints tab yourself, and if you want to delete a blueprint before you close the game, opening the blueprint or blueprint book while it is in the deleted blueprints tab and pressing the red X will delete the blueprint just like before

    submitted by /u/Epb7304
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