Factorio Version 1.1.1 |
- Version 1.1.1
- Some flower concrete art
- Hall of Fame Menu Simulations
- I have depixelized the engineer's face
- 1350 SPM Belt Base
- It may look cursed, but these diagonal trains make train to train transfer easy.
- Can we have sorted the train station name list in the train rename window, same as is in the train schedule window?
- Train stop limits are amazing - We love trains !
- PSA: Missing Bottleneck lights due to updated status types in core factorio
- Solar Drawing
- 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…”
- The Pac Man homage in the new main menu has made my day!
- http://factoriomod.info : Check which of your mods are updated to 1.1
- Folder in mods
- Converted my old LTN base to 1.1 vanila train network. It only (/s) took me 8 hours.
- Where do we start ?
- My friend just bought the game and refuses to automate anything other than weapons production...?
- How to stop Assembly Machines from taking ingredients if they have enough to craft 1
- 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.
- Vanilla Train Networks are now viable and easy in 1.1.
- Rate my Pre-Cityblock "al dente" Base
- Quickbar Clicking
- Is 1.1 experimental worth jumping into for a noobie?
Posted: 25 Nov 2020 01:24 AM PST Gui
Changes
Bugfixes
Modding
Scripting
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental. [link] [comments] | ||
Posted: 24 Nov 2020 08:13 PM PST
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Posted: 25 Nov 2020 04:38 AM PST
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I have depixelized the engineer's face Posted: 25 Nov 2020 07:00 AM PST
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Posted: 24 Nov 2020 07:33 PM PST
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It may look cursed, but these diagonal trains make train to train transfer easy. Posted: 25 Nov 2020 03:26 AM PST
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Posted: 24 Nov 2020 10:02 PM PST
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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. [link] [comments] | ||
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. [link] [comments] | ||
Posted: 24 Nov 2020 10:43 AM PST
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Posted: 24 Nov 2020 01:23 PM PST
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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. [link] [comments] | ||
http://factoriomod.info : Check which of your mods are updated to 1.1 Posted: 24 Nov 2020 03:57 PM PST
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Posted: 25 Nov 2020 06:48 AM PST
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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. [link] [comments] | ||
Posted: 25 Nov 2020 07:42 AM PST
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My friend just bought the game and refuses to automate anything other than weapons production...? Posted: 24 Nov 2020 06:01 PM PST
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How to stop Assembly Machines from taking ingredients if they have enough to craft 1 Posted: 25 Nov 2020 01:24 AM PST
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Posted: 25 Nov 2020 06:00 AM PST
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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. [link] [comments] | ||
Rate my Pre-Cityblock "al dente" Base Posted: 24 Nov 2020 11:06 PM PST
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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. [link] [comments] | ||
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 [link] [comments] |
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