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    Wednesday, November 25, 2020

    Factorio Version 1.1.1

    Factorio Version 1.1.1


    Version 1.1.1

    Posted: 25 Nov 2020 01:24 AM PST

    Gui

    • Added tooltip with list of possible ingredients to the empty furnace input slot.

    Changes

    • Added a sound slider to control main menu and tips and tricks simulation volumes.
    • Added an interface option (off by default) to change quick bar slot filters by clicking them with different items.

    Bugfixes

    • Fixed performance regression with transport lines in large groups. more
    • Fixed missing freeplay script reload. more
    • Fixed outdated tutorial preview image. more
    • Fixed a crash when using LuaGuiElement::bring_to_front. more
    • Fixed macOS build could not do HTTPS requests. more
    • Fixed trains could reuse reservation when switching to next schedule record with the same name. more
    • Fixed crash when trying to fast replace a ghost underground belt with a downgrade. more
    • Fixed that fast replacing ghost underground belts would fast replace it's opposite end even if it was one tile too far.
    • Fixed that custom chart tags from 1.0 and older wouldn't show. more
    • Fixed that the bonus GUI inserter lists were backwards. more
    • Fixed that the main-screen langauge selection didn't work. more
    • Fixed a desync with spider logistics when loading 1.0 saves in 1.1. more
    • Fixed that blueprint building could build underground belt ghost on top of different underground belt. more
    • Fixed blueprint flipping when building in the map view. more
    • Fixed rename station window sorting. more
    • Fixed a crash due to transport line groups consistency when entities are removed due to mod removal. more
    • Fix typos in introduction tip and trick simulation Lua. more
    • Fixed that removing belt from blueprint didn't disconnect the entities leading to possible crashes. more
    • Fixed that solar panel status was always not power, not it shows no power only during the night. more

    Modding

    • Removed utility constants "main_menu_simulation_volume_modifier".
    • Added crafting machine prototype "show_recipe_icon_on_map".
    • Adjusted secondary draw order for graphics layers of car. more

    Scripting

    • Removed LuaControl::auto_trash_filters read/write. [set, get, clear]_[personal, vehicle]_logistic_slot replace the functionality.
    • Fixed that the on_pre_build flip_horizontal/vertical were ints instead of booleans. 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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    Some flower concrete art

    Posted: 24 Nov 2020 08:13 PM PST

    Hall of Fame Menu Simulations

    Posted: 25 Nov 2020 04:38 AM PST

    I have depixelized the engineer's face

    Posted: 25 Nov 2020 07:00 AM PST

    1350 SPM Belt Base

    Posted: 24 Nov 2020 07:33 PM PST

    It may look cursed, but these diagonal trains make train to train transfer easy.

    Posted: 25 Nov 2020 03:26 AM PST

    Can we have sorted the train station name list in the train rename window, same as is in the train schedule window?

    Posted: 24 Nov 2020 10:02 PM PST

    Train stop limits are amazing - We love trains !

    Posted: 25 Nov 2020 03:52 AM PST

    I love trains, trains might be the reason I have spent nearly 2000 h in Factorio. I was thinking about the new train stop options for my next train base and in my mind they should greatly decrease the number of necessary chain signals in front of train stations. And you do not really need big stackers anymore when a train system uses the same names for example all iron ore unload stations. You just turn them on and off based on demand and set a limit of 1. No train overflow and other nasty things, just awesome. We still need a always on dummy station with stacker though.

    It is also much easier now to build outposts which are able to summon trains based on the stockpiled ressources.

    Of course all this was possible before with a little bit of logic but it is so much simpler now, good for new players.

    Beeing able to control the number of trains in a station will eliminate overflow train traffic.No needed chain signals between a stacker and train stop, more throughput for usefull trains. Go trains! I wonder why this option wasn´t in the game earlier.

    submitted by /u/JJapster
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    PSA: Missing Bottleneck lights due to updated status types in core factorio

    Posted: 24 Nov 2020 11:29 PM PST

    Factorio updated which statuses a machine can be in, and the Bottleneck mod generates the setting from these. Unfortunately, the new statuses received the default setting of "no lights", and saved these settings. The mod cannot tell whether you chose this deliberately, or received the default, so it is safer for you to manually change the settings. Alternatively, remove the mod, load and save the game without the mod, and add the mod again. This should give you the default settings.

    submitted by /u/troelsbjerre
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    Solar Drawing

    Posted: 24 Nov 2020 10:43 AM PST

    Wife “I’m getting you a popsocket thing for your phone,” Me “do they have a Factorio category?” Wife “of course not,” Me “what about a custom image upload?” Wife “yeah!”, Me “hold my beer…”

    Posted: 24 Nov 2020 01:23 PM PST

    The Pac Man homage in the new main menu has made my day!

    Posted: 25 Nov 2020 05:50 AM PST

    Thank you, Wube!

    Also want to say, it's incredible how effective those menu scenarios are in conveying just how much is going on in Factorio. One of those additions that you just can't appreciate fully until you see it.

    submitted by /u/PrincessToadTool
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    http://factoriomod.info : Check which of your mods are updated to 1.1

    Posted: 24 Nov 2020 03:57 PM PST

    Folder in mods

    Posted: 25 Nov 2020 06:48 AM PST

    Folder in mods

    Hello friends! I just thought it might be interesting. Why have the developers not yet created folders in the mods, because there can be an incredible amount of them and you can get confused and lost in them! And here you can divide the mod by assemblies or by the type of mods or whatever you want ..

    how to get through to the developers so that they see this idea and, possibly, put it into development?

    PS: My anglisky Pts is bad, so I use Google translator.

    https://preview.redd.it/28dahylsfe161.jpg?width=1536&format=pjpg&auto=webp&s=7a56f0f0009323c0591db510e718d1da2252c70e

    submitted by /u/1010614
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    Converted my old LTN base to 1.1 vanila train network. It only (/s) took me 8 hours.

    Posted: 25 Nov 2020 04:47 AM PST

    I took my old LTN 1.1k SPM base from 0.18 and converted it to a new train limit stop. Overview: https://imgur.com/QXiPJqY

    Main ideas: lots of stations with the same name (Iron plate - Provider, Copper plate - Requester, etc). Each station has some combinator logic applied to it: 1) Use signal B from a constant combinator as a maximum amount of trains allowed for this station (in my design some stations had space for 3 trains, and some only 2, so it had to be configurable) 2) Get amount of full train loads that can be requested without overflow or provided without additional waiting. 3) Get minimum of the two and set the station train limit. BP for station stubs: https://pastebin.com/UrVTQQ1M Requester: https://imgur.com/2b8OI6P Provider: https://imgur.com/KwqSU1q In the wild: https://imgur.com/88VguEm

    All depots stations are named the same, and each one has a train limit of 1. Some trains are waiting in the depot with cargo, waiting when a new delivery is needed: https://imgur.com/uIGgTls

    Each cargo type has several trains that has the same schedule: 1) Go to the depot, wait 1s of inactivity (for refuel) 2) Go to the provider, wait for full cargo 3) (optional) go to the depot, wait for 1s of inactivity (so the next train can go in and get its cargo) 4) Go to the requester station, wait till empty.

    Problems I came across compared to LTN: 1) You have to decide how many trains for each cargo type you want. 2) You can't use stations that provide or request multiple items. Luckily, I only had ~5-10 trains that needed to go to those stations out of 240, so a separate manual hack was used for those. 3) You can't easily track deliveries, errors, starving stations, etc.

    submitted by /u/ruspartisan
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    Where do we start ?

    Posted: 25 Nov 2020 07:42 AM PST

    My friend just bought the game and refuses to automate anything other than weapons production...?

    Posted: 24 Nov 2020 06:01 PM PST

    How to stop Assembly Machines from taking ingredients if they have enough to craft 1

    Posted: 25 Nov 2020 01:24 AM PST

    How to stop Assembly Machines from taking ingredients if they have enough to craft 1

    DISCLAIMER: Yes, I'm aware that I'm using assembly machine 2's, and since they have a crafting speed of 0.75, it crafts items slower than what their crafting time is when hovering over them. Since I'm only using assembly 2's, the ratios should still be maintained, so I'm just going to act as though they are assembly 3's in any calculations I mention, but feel free to correct me if I butchered something in calculating it.

    Setup

    Calculations: Basically, I have a setup that should produce 1 production science pack every second, or 7 sets of 3 every 21 seconds. Based on this, I need however many materials required for the crafting recipe every 3 seconds. So, I have 3 rail crafting machines (36 rails / 3 sec > 30 / 3 sec), 2 electric furnace crafting machines (2 / 5 sec > 1 / 3 sec), and 5 productivity module crafting machines (5 / 15 sec = 1 / 3 sec). Based on these calculations, I should be able to produce my goal of 1 production science pack every second, but correct me if I'm wrong in my calculations.

    Problem: The problem I'm facing is that since I'm producing just enough electric furnaces, and only 1 is needed every time the recipe is called, the first 4 production science pack machines are taking up 2 furnaces, and that strips the last 3 of electric furnaces, so the last 3 essentially never craft because the furnaces never reach the end, as by the time more are made, they go into the first ones. I'm not sure about the previous sentence, as it doesn't seem to make sense as I type it out, but either way for some reason the last 3 have less finished products produced than the 1st 4, mainly the last 2. The last 2 have a total of 1,343 and 149 respectively, compared to the 3423 that the first 4 have. Is there something wrong with my calculations? Was my guess correct, and if so...

    How do I stop the machines from taking furnaces if they already have 1 inside them? I see that I can't hook up any red or green wires to an assembly machine to check its contents and then disable a stack filter inserter via the circuit network, and since I'm very new to circuits, I'm sure there's a way to do it but it isn't coming to me.

    submitted by /u/dumbindiandude
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    Finally printed my own designs of t-shirts and posters. I'm so happy. It's a year since I started working on it, so I'm really happy.

    Posted: 25 Nov 2020 06:00 AM PST

    Vanilla Train Networks are now viable and easy in 1.1.

    Posted: 24 Nov 2020 03:51 PM PST

    With the new function of train stops having the capability to limit the number of trains that can go to it, you can also do something that would have been impossible without.

    In 1.1, when you disabled a train stop using circuits, all trains pathing to it would instantly repath. However, when you set the train limit to 0 (effectively disabling it) all trains pathing to it continue there. This allows you to set a designated train on its way towards a train stop, but then immediately limit the stop to 0, so no other trains can go to it. You can do this once per tick (60 times a second). The idea is to have a bunch of train stops with the same name, and this system will let you choose which stop which train should go to. The only problem with this would be that you can't control which train gets selected to go to that train stop. You can avoid this problem by having all trains that have the designated train stop in their schedule have a circuit condition on all of their wait conditions. You can then send two signals that will together tell a designated train to go to a designated train stop 60 times a second, without interfering with any other train's schedules or routes. You can also send as many trains as you want to a single stop if you set the 'enabled' state to 999 train limit and still, only trains that are receiving their signal through the network will go there. The only cost is building some minor circuit infrastructure and a few ticks of delay for routing trains.

    As far as I can tell this can be a replacement for the LTN mod. You can have some depots for trains and either send a specific train or just any available train, and because you can limit the number of trains it accepts, nothing will go wrong. You could have it as far reaching as having every single train stop named the same thing or just the iron requesters for example.

    I have this set up in a testing world, and while I haven't actually used this for any real purpose, all my tests look great. I'll work on testing it more and perhaps getting some blueprints for this. This is a new era for vanilla train networks.

    submitted by /u/SickOrphan
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    Rate my Pre-Cityblock "al dente" Base

    Posted: 24 Nov 2020 11:06 PM PST

    Rate my Pre-Cityblock "al dente" Base

    https://preview.redd.it/nkb46dmbkc161.png?width=1280&format=png&auto=webp&s=5a7183239a74561505f08b15371e7fb290a00078

    https://imgur.com/FmxpLah

    I always wanted to build a Cityblock Factory. To get the basic science and parts I wanted a "little" base for that. The factory went full spaghetti and got a lot bigger than planned. What do you think?

    *Sorry I for get ALT-mode.

    submitted by /u/danykerb
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    Quickbar Clicking

    Posted: 25 Nov 2020 12:59 AM PST

    I feel like the change that clicking on a non empty slot in the quickbar with something in the cursor replaces the quickbar slot is unnecessary. I often swap between using Q, the number bar, and clicking the quickbar to select an item. With the new change, I can't click the quickbar to swap items without messing up my setup. I feel like there should be a toggle in the settings for this.

    submitted by /u/FlameLord1234
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    Is 1.1 experimental worth jumping into for a noobie?

    Posted: 24 Nov 2020 10:44 PM PST

    I dig a lot of the stuff they added in. Especially the arrows showing you the direction alerts are coming from. I haven't made it to space on stable yet though. Is experimental polished enough for a full Playthrough or should I stick with stable? I'm fine with the occasional crash, just scared of game breaking bugs

    submitted by /u/Hi_I_Am_God_AMA
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