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    Saturday, November 28, 2020

    Factorio I think this may be the most enjoyable main menu background I've found so far

    Factorio I think this may be the most enjoyable main menu background I've found so far


    I think this may be the most enjoyable main menu background I've found so far

    Posted: 27 Nov 2020 09:12 PM PST

    Version 1.1.2

    Posted: 28 Nov 2020 04:13 AM PST

    Bugfixes

    • Fixed that [set, clear]_[personal, vehicle]_logistic_slot would not update the GUI slot count correctly. more
    • Fixed that electricity buffer was shown twice in electric-energy-interface entity tooltips. more
    • Fixed LuaFluidBox::get_flow would return incorrect values of flow and would only account for outflow. more
    • Fixed that writing to the script-output folder didn't work correctly. more
    • Fixed lane priorities of splitters in blueprints would not get flipped when flipping blueprint in some cases. more
    • Fixed a performance issue with the SteelSeries hardware integration. more
    • Fixed splitter lane priorities were not flipped when pasting flipped blueprint of top of existing splitter ghosts.
    • Fixed that it was possible to make ghost belts on top of each other by script, which could lead to desync.
    • Fixed migration of invalid ghosts of previous versions. more
    • Fixed some of the missing entity statuses. more
    • Fixed that it wasn't possible to interact with widgets at the bottom center of the screen in main menu. more
    • Fixed crash in EntityWithOwner::checkConsistency caused by inconsistent to be upgraded state. more
    • Fixed a freeze when using specific saves for simulations. more
    • Fixed several mining drills in the nuclear power menu simulation had no fluid inputs. more
    • Fixed that lamp tooltips could wrongly show them as producing pollution. more
    • Fixed furnace progress bars wouldn't render correctly at 100%. more
    • Fixed that recipe notifications would show in some cases where they shouldn't. more
    • Fixed that non-electric inserters would always start with some energy. more
    • Fixed crash when undo created electric pole ghost in some cases. more
    • Fixed that first slot in last row of logistics would not create next row of logistic slots. more
    • Fixed that the distance limit when rotating was applied also on rotating of 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
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    Figured you guys would enjoy this.

    Posted: 27 Nov 2020 09:11 AM PST

    After this game just utterly consuming my life for a few weeks, I did it!

    Posted: 27 Nov 2020 11:55 PM PST

    TIL you can steal items from inserters in Factorio 1.1

    Posted: 28 Nov 2020 05:46 AM PST

    My bots build over this guy, and now he's stuck, not moving, not attacking... I call him Billy.

    Posted: 27 Nov 2020 06:33 PM PST

    A friend and I created this crazy Sphaggeti Monster

    Posted: 27 Nov 2020 07:42 PM PST

    Five different designs to unload a train car to a lane-balanced belt. Which one do you like best?

    Posted: 28 Nov 2020 01:24 AM PST

    Made a mall for the first time after 500 hours, would recommend

    Posted: 28 Nov 2020 03:23 AM PST

    Detector: labs not working

    Posted: 28 Nov 2020 01:18 AM PST

    Oh no. TIL my City Blocks aren't 100x100, but 96x96.

    Posted: 28 Nov 2020 05:54 AM PST

    Bring back the Rocket Launch Count

    Posted: 27 Nov 2020 06:22 PM PST

    Why have they done away with the rocket launch count? That is one of the best parts of the launches. Hitting milestones and mathematically 'fun' numbers like round numbers and palindromes is quite entertaining. Please bring this back.

    submitted by /u/LP970
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    100h base. Launched 100+ rockets. I have to start over now because I used the wrong size city block. So long old friend :/

    Posted: 28 Nov 2020 06:02 AM PST

    Well that nest turned out to be bigger than I expected

    Posted: 28 Nov 2020 04:15 AM PST

    My bots drew an arrow on the map

    Posted: 28 Nov 2020 05:17 AM PST

    Just wondering...

    Posted: 28 Nov 2020 06:20 AM PST

    I've always seen in the blueprints, speed modules in the beacons; and productivity modules in the assembly machines, chemical plants...

    I'm just wondering why it's done like that. Is there a specific reason, or is it just a convention?

    submitted by /u/frenchietibo
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    Megaman is a Factorio fan

    Posted: 28 Nov 2020 08:14 AM PST

    Finally... the last achievement! (and a rocket just in time)

    Posted: 28 Nov 2020 07:50 AM PST

    Luckily i had relive enabled, which captured this gem of perfect timing

    Mass production 3 was certainly the least fun of all achievements, but it was worth it. Now to start all over again with modded achievements :)

    (this is my first post btw)

    https://reddit.com/link/k2pvdw/video/fazs58aa60261/player

    submitted by /u/comphi
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    It should mine the coal

    Posted: 28 Nov 2020 07:45 AM PST

    My small reactor setup

    Posted: 28 Nov 2020 02:17 AM PST

    Mug I “made” while back.

    Posted: 27 Nov 2020 09:08 PM PST

    Is no one else annoyed with this new (1.1) crap around the edges of the map view?

    Posted: 27 Nov 2020 06:04 PM PST

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