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    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 23 Nov 2020 10:05 AM PST

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    Version 1.1.0

    Posted: 23 Nov 2020 12:29 PM PST

    Major Features

    • Added logistic requests to spidertron.
    • Train stop allows to set limit of incoming trains.

    Features

    • The continue button now respects the last type of game played (single player, MP host, MP client).
    • Added support to use blueprints, deconstruction planners, upgrade planners, and modded selection tools from the map view.
    • Hovering the alert notification will show arrows on the edge of the pointing to alert locations.
    • Rich text icon selector.
    • Newly unlocked recipes are highlighted until hovered.
    • Spidertron remotes now allow to add queue commands and a command to follow any entity.
    • Added vertical/horizontal blueprint flipping.
    • Transport belt drag building is locked into a line, can be turned off by an interface setting.
    • Ghosts can be fast replaced and rotated.
    • Ghost build can be used to fast replace non-ghost entities, which results in an upgrade order with (optionally) a direction change order.

    Minor Features

    • When editing blueprint: Added a way to specify relative grid position for blueprint that is snapping to absolute grid. Blueprint preview rendering box is updated based on selected grid size and position.
    • Inventory transfer works on empty equipment grid slot the same as on empty inventory slot (moves all).
    • Equipment can be placed by moving.
    • Cursor replenishes when placing into the equipment grid the same way as when building in world.
    • Spidertron item shows its color.
    • Added a way to reset spidertron remote.
    • Spider tries to move legs away when they are blocking robots construction.
    • Power poles/underground belts built by dragging logic works also with ghost building.
    • Power pole ghosts show connections.
    • Power pole connections are saved in the blueprint. They still auto connect to other poles outside the blueprint.
    • Entities marked for deconstruction show the target upgrade.
    • Added tags, worker robots, rail signal states and recipes toggles into the settings to what show on the map.
    • Added support to use the add-stop and add-temporary-stop controls for the train you're driving in the map view.
    • Added hotkey (F10) to switch between viewed player in replay.
    • Added support to reset mod settings in the "failed to load mods" startup GUI.
    • Expanded undo to work with fast replace and upgrade planner.
    • Added SteelSeries GameSense support. more

    Graphics

    • Added unique technology icon for Advanced material processing 2 (Electric furnace).
    • Changed postprocessing effect in zoomed-to-world view.
    • Added detailed night lighting of entities.

    Optimisations

    • Multithreaded belt update logic.
    • Overall small entity update time reduction + statistics of how much update time is taken by individual entities.

    Balancing

    • Productivity module 1 decreases speed of the machine by 5% instead of 15%.
    • Productivity module 2 decreases speed of the machine by 10% instead of 15%.

    Changes

    • the Close GUI key-binding (default value is "E") was renamed to Confirm Gui. It works the same as before for many cases (just closing the GUI), but in a lot of other cases, it works as confirm, which generally means the same as clicking the "green button".
    • Renamed clean-cursor to clear-cursor on all the relevant places (locale, key-binding name)
    • Equipment placing now uses the build key-binding instead of the cursor transfer. The default same key-binding is the same.
    • Changed maximum temperature of all fluids apart water and steam to be the same as the default.
    • Poles built by dragging are now actually build on the maximum connection distance from the last built pole instead of the previous logic that was working weird in a lot of corner cases.
    • Underground belt build by dragging now accept the existing piece you start building on as part of the dragging logic.
    • Removed 'mineable wreckage' entity. more
    • Removed the (+/-) buttons for logistic requests, instead they expand dynamically when something is put in the last line.
    • Wave defense can now only be won by launching a rocket.
    • Invalid names of icons in preview icons of blueprint tools now load as unknowns instead of canceling the import string process for that item. more
    • Fluids in train circuit logic treat summed < 1 fluid values as 1 instead of 0.
    • Clicking non-empty quickbar slot with something in cursor sets the quickbar slot to the cursor value rather than selecting the quickbar value.
    • Invalid rail signals output no values into circuit network.
    • Added a confirmation message when loading saves with removed mods or changed mod settings.
    • The cut tool now properly includes trains. It showed trains in the selection preview, but ignored them.
    • Added alternate control locales for keyboard and mouse scroll control binds. more
    • Disabled loading of saves before 0.18.0 version (You can use 1.0 to load older saves and re-save them).
    • Adjusted the artillery turret collision box so it is possible to squeak through.
    • Removed the 'Rocket silos stats' GUI.
    • Arithmetic combinator 'Each' signal can now be used in either left or right parameter.

    Gui

    • Added unique icons for technology effects.
    • Added list of affected entities to the technology effect tooltips.
    • Menu background now features various factory simulations instead of a static picture.
    • When entering vehicle, the vehicle window is shown next to the character gun window, instead of replacing it.
    • Moved the character/vehicle gun window to the left of the quickbar.
    • Removed the "Character" tab from the character window.
    • Changed the flat character screen option to be defaulted to true.
    • Added held stack item slot for inserter window.
    • Improved the tips and tricks window: it contains index, search and allows interactive text tags to be used.
    • Added search to loading/saving, settings, shortcuts selection, multiplayer host settings windows and rename stop.
    • Moved the ammo/used-up/health indicator of items down, so it is not obstructed by the number.
    • Added underline for hyperlinks.
    • Personal request button have custom text + red diode when it is out of network or when the personal requests are turned off.
    • Logistic/Trash request buttons show only one number when the trash and request count is the same.
    • Train elapsed time condition has confirmation button and only updates the time when confirmed.
    • Fixed styles for: browse games GUI, host game settings, opened character and select upgrade slot.
    • Tabbing into a textfield selects the text.
    • Removed tiles stay in the list of components in the blueprint setup GUI with 0, the same way as entities, so they can be easily enabled.
    • Added minimum/maximum temperature and heat capacity info to the fluid tooltip.
    • Added usage instruction to capsules/fish.
    • Fixed fish tooltip so it shows consumption/healing instead of shooting/damage.

    Sounds

    • Added blueprint building sound.
    • Added undo sound.
    • Added sound for rail planner activation.
    • Added sound for copy/paste.
    • Added sound for opening items and armor.
    • Added sound for selection start and selection finish. Related to blueprint tools.
    • Added sound for pipe to ground as per the pipe.
    • Added sound effects and a specific music track to the main menu.
    • Assembling Machine 2 and 3 made less noisy
    • Robot repair reworked to sound more high tech
    • Removed dead space at the end of some sounds which may have stopped sounds playing
    • Ghost rail building now has the ghost building sound
    • Lowered volume on game won and lost sounds
    • Assembling Machine 2 and 3 made less noisy.
    • Robot repair reworked to sound more high tech.
    • Removed dead space at the end of some sounds which may have stopped sounds playing.
    • Ghost rail building now has the ghost building sound.
    • Lowered volume on game won and lost sounds.

    Bugfixes

    • Fixed that copying the spider in the map editor while it had equipment crashed the game. more
    • Fixed a crash when trying to use different weapons in the spider. more
    • Fixed a crash when reading/writing blueprint icons through the Lua API in some cases. more
    • Fixed a crash when importing blueprint books in some cases. more
    • Fixed that the spidertron would still be marked as moving when it wasn't resulting in the 'enable logistics while moving' option not working. more
    • Fixed splitter behaviour when putting to it directly and it has the priority output blocked. more
    • Fixed that spidertron descriptions didn't show the custom name. more
    • Fixed building curved rails with damaged rails could duplicate rails. more
    • Fixed logistic request slot highlighting when they're changed through circuit connections. more
    • Fixed a game freeze when empty unit groups are told to build bases. more
    • Fixed LuaTrain::path_end_stop would return nil when train had path extended due to waypoint.
    • Fixed the spidertron preview box.
    • Fixed that the blueprint book preview disappeared after editing it.
    • Fixed that spidertron and its remote weren't swappable.
    • Fixed that players could be stuck in walls when building them.
    • Removed the possibility to specify alpha when changing player color by command.
    • Fixed LuaInventory::find_empty_stack would return only filtered stacks when filter is provided. more
    • Fixed that blueprint library slots padding was too big.
    • Fixed that some items didn't render properly in the world. Specifically blueprint like items, spidertrons and spider remotes. more
    • Fixed a crash when a modded fast train goes through junction occupied by another train. more
    • Fixed replay desync when existing save is given to a server which promotes or demotes a player based on its own admin list. more
    • Fixed train GUI instructions for translations that are long. more
    • Fixed interaction with the delete button in the blueprint setup. more
    • Fixed that map preview in the train window wasn't squashing its size when needed. more
    • Fixed that force-building blueprint from the blueprint library on top of an existing electric pole triggered wire removal instead of blueprint building. more
    • Fixed that the map editor spawn-items GUI didn't work with chat rich text. more
    • Fixed that deconstruction planners and upgrade planners wouldn't show the logistic overlay when used from the blueprint library. more
    • Fixed that rebinding rotate to middle mouse button caused conflicts when trying to rotate while modifiers were pressed. more
    • Fixed on_gui_switch_state_changed was not fired for custom switch elements in some cases. more
    • Fixed that entities were selected under the GUI on the right side.
    • Fixed that the key to activate tooltips didn't work outside game, or when the game was stopped.
    • Fixed Team production script error when building before any round starts. more
    • Fixed Wave defense error message would error due to trying to concatenate a nil variable. more
    • Fixed that it was possible to stay invulnerable after the crash site cutscene. more
    • Fixed train mini-tutorial script errors due to missing entity prototypes. more
    • Fixed tightspot script error when trying to restore invalid entities. more
    • Fixed that bonus research production could add progress even if no research could be done. more
    • Fixed that game.server_save() was able to write to locations outside the saves folder. more
    • Fixed that technology tooltip in the lab GUI wouldn't update when research changed. more
    • Fixed a bad message when using the permissions command. more
    • Fixed a crash when remote calls fail. more
    • Fixed that biters would sometimes not be able to attack entities blocking their way. more
    • Fixed that writing .energy for entities with heat energy sources didn't work correctly. more
    • Fixed that non-blueprint items in blueprint books didn't draw their name. more
    • Fixed that the cut-paste tool allowed alt-cutting which didn't deconstruct what was selected. more
    • Fixed that setting rolling-stock inventory size to 0 while having an equipment great meant the GUI couldn't be opened. more
    • Fixed that trying to save temporary LuaItemStacks from some events resulted in the save failing to load. more
    • Fixed that blueprint component icons weren't kept in a stable order. more
    • Fixed that the finished game sound could play multiple times. more
    • Fixed that building blueprints by dragging in the map view didn't work correctly. more
    • Fixed that building train ghosts manually didn't work in most cases. more
    • Fixed that moving blueprint sin the blueprint library didn't make sounds.
    • Fixed that opening/closing sound were not working properly in latency in some cases.
    • Fixed that LuaEntity::can_insert() didn't work right for module inventories. more
    • Fixed that on_player_built_tile had the wrong 'tile' when using hazard concrete in some cases. more
    • Fixed that some of the checkboxes weren't highlighted as they should when hovering reset in the map generator GUI. more
    • Fixed performance issue related to rendering long train paths. more
    • Fixed missing tooltip on the editing button in upgrade planner, deconstruction planner and blueprint book. more
    • Fixed Shallow water 2 to be layered above sand tiles and therefore missing transitions with sand tiles. more
    • Fixed stone path and concrete were missing transitions to out-of-map tiles. more
    • Fixed the upgrade planner to upgrade the corresponding underground belt for all combinations of real/ghost connections.
    • Fixed that biters could get stuck trying to pathfind toward spidertron, causing performance issues. (https://forums.factorio.com/88744 https://forums.factorio.com/89327)
    • Fixed lights near right or bottom edge of the screen would render twice sometimes. more
    • Fixed that setting style properties on LuaGuiElements didn't work correctly for some widget types. more
    • Fixed that rails didn't have the building smoke.
    • Fixed that modded locomotives with void energy sources and equipment grids wouldn't show the grid in the GUI. more
    • Fixed that modded productivity bonuses in tooltips didn't always show everything. more
    • Fixed that unit groups could get stuck in the gathering phase. more
    • Fixed that negative damage stickers didn't work. more
    • Fixed that selection tool type items marked as mod-openable didn't work correctly in the quickbar. more
    • Fixed that train would not repath when possible due to being in chain signal section. more
    • Fixed GeneratorPrototype::scale_fluid_usage would cause non-linear scaling of fluid consumption based on energy demand. more
    • Fixed crash when storage tank was defined with too small fluid flow sprite with low priority and ended up streamed. more
    • Fixed rotating assembling machines with heat and fluid connections. more
    • Fixed that it was possible to hold ghost building + blueprint from the library at the same time. more
    • Fixed crash related to being possible to insert blueprint for re-assignment into the blueprint library. more
    • Fixed that previous technology key-binding focused search in the blueprint library. more
    • Fixed that ghosts created by destroying entities weren't upgradeable. more
    • Fixed that kick & ban commands broke replays. more
    • Fixed that spidertron would stretch its leg way too much in some special situations. more
    • Fixed offshore pump underwater layer being drawn over landfill tiles sometimes. more
    • Fixed decimal textfield would not take decimal point as input when selection would make it valid input. more
    • Fixed that train could get stuck within chain signal section when exit signal is requested to close by circuit network and train is forced to repath. more
    • Fixed that train would not immediately reserve signals in chain signal section after repath when there are no signals within braking distance.
    • Fixed that wrong slider position when requesting items in some cases. more
    • Fixed that rocket silo without fixed_recipe didn't save its recipe in the blueprint. more
    • Fixed that the total-raw list in the recipe tooltip for some translations. more
    • Fixed glitching sound loops: steam turbine and electric furnace. more
    • Fixed changing dawn property of a surface would create visual glitch in day-night cycle. more
    • Fixed misleading tooltip for disabled shortcut bar items. more
    • Fixed startup music volume balance. more
    • Fixed that sounds outside of radar coverage would still play. more
    • Fixed personal laser defense with minimum range would stop working when enemies would get within minimum range. more
    • Fixed that automatic rail signal direction selection works also when ghost-force building over trees/rocks in the way. more
    • Fixed that the replay controls weren't accessible when the current player opened the technology screen. more
    • Fixed the hand behaviour for some cases of fast entity transfer. more
    • Fixed sizing of the right panel when show_side_menu is disabled. more
    • Fixed that blueprint book tooltip based on chat icon had overflowing contents. more
    • Fixed that the entity hover interval wasn't applied when switching from entity to entity. more
    • Fixed that belts didn't show the proper curved preview when fast replacing. more
    • Fixed that the entity tooltip was being shown in some cases where it was not supposed to. more
    • Fixed that the station name icons were clipped in some cases. more
    • Fixed that the minimap focus wasn't updating when switching player in the replay. more
    • Fixed that it wasn't possible to start scenario with replay enabled. more
    • Fixed losing chain signals in the advanced rail mini-tutorial. more
    • Fixed train buttons being cut off in advanced rail mini-tutorial in some locales. more
    • Fixed a crash related to building laser turrets through robots. more
    • Fixed Bulgarian language name. more
    • Fixed text box font not refreshing after being changed. more
    • Clarified tooltip text for locked levels in new game GUI. more
    • Fixed server crashing when quitting while it's saving for desync report. more
    • Fixed that rolling stock rotation was not set correctly when using the pipette tool. more
    • Fixed that if else chain noise expressions would sometimes produce corrupt results. more
    • Fixed a crash when using identical literal expression in spot noise expressions. more
    • Fixed that steam engine would show as producing 960kW in electric network GUI. more
    • Fixed that rail ghost building didn't play the ghost building sound.
    • Fixed a crash when a startup error tried to use rich-text. more
    • Fixed a crash when related to editing edited scenarios while in vehicles. more
    • Fixed that it was possible to specify a rail signal pair that does not collide with each other. more
    • Fixed that collision box could be removed from the rail signal resulting in a signal that could be placed not on a tile center. more
    • Fixed that it was possible to specify a transport belt connectable entity that would not collide with other belt connectable entities. more
    • Fixed barrel recipe generation not taking into account fluid icon_size if fluid icons were defined. more
    • Fixed that clients wouldn't be able to join a multiplayer game if the banlist was too large. more
    • Fixed that selecting folders in the save-game-gui would still allow saving as the save file name. more
    • Fixed a crash when opening the blueprint library through lua. more
    • Fixed the program exit status code when a dedicated server fails. more
    • Fixed that blueprints with rolling stocks could get invalidated when syncing shelves. more
    • Fixed that the technology screen would show a "Resume" button for technology levels that haven't yet been researched at all. more
    • Fixed that cars with minimap_representation set would still render the default triangle. more
    • Fixed building assembling machine ghosts with unresearched recipes left them with no fluid connection previews. more
    • Fixed that biters who couldn't reach their spawner would remain on the map, potentially preventing other biters from spawning. more
    • Fixed script data leak in wave defense scenario. more
    • Fixed that background sound didn't fade out when stopping replay. more
    • Fixed that the deconstruction planner ignored tile mode & filters when cancelling deconstruction.
    • Fixed signature error when updating non-steam version on OSX. more
    • Fixed fast-replacing entity connected to a ghost entity by circuit network. more
    • Fixed that on some maps, biter attacks could decrease almost to nothing. more
    • Fixed inserter with fluid energy source could consume too much fluid when no fluid usage was given and scaling was disabled. more
    • Fixed that building rolling stock could place multiple of them when there are close adjacent rails. more
    • Fixed that LuaPlayer::can_place_entity would not calculate player reach the same way as manual building. more
    • Fixed that steam engine in multiple connected electric networks would overproduce and waste energy. more
    • Fixed problems related to opening blueprint while other blueprint is in the process of being configured. more
    • Fixed cutscene starting at {0,0} instead of player position when no start_position was given. more
    • Fixed electric network GUI production bar related to tertiary energy sources. more
    • Fixed a crash in the pathfinder that could happen when the bounding box didn't contain the tile center. more
    • Fixed tooltips not showing electric energy source information for electric-energy-interface entities. more
    • Fixed that undoing a deconstruction order of entities with item requests didn't recover these requests unless the entity was actually removed. more
    • Fixed that spidertron remote usage on map was bound to open item control rather than the build item control it is bound to in normal view. more
    • Fixed that flamethrower turrets could fail to shoot at a target. more
    • Fixed problem with rich text in blueprint library. more
    • Fixed tiles would be rendered with 1px gap between them at some positions, zoom levels and screen resolutions. more
    • Fixed heat pipe related drawing only working for boiler type entities. more
    • Fixed that running /server-save wouldn't save anything if the server was started with --start-server-load-scenario. more
    • Fixed activation working sound playing even when the entity was already active when being encountered. more
    • Fixed a pathfinding-related crash. more
    • Fixed crash when organizing sprites into atlases when using "not-compressed" sprite flag. more
    • Fixed pipe-to-ground working sound would ignore flow rate. more
    • Fixed crash when calling take_screenshot with very small resolution values. more
    • Fixed that setting fluid wagon fluid through the Lua API didn't update the train inactivity value. more
    • Fixed various issues related to entities leaving gaps when building too fast.
    • Fixed a crash when setting specific fluids in the infinity pipe GUI. more
    • Fixed that the admin GUI didn't live-update the whitelisted field. more
    • Fixed crash related to migrating circuit network entities while loading the blueprint library. more
    • Fixed that artillery would keep shooting at something when it moved out of range. more
    • Fixed softlock in tutorial if the player took the iron plates too quickly. more
    • Fixed missing blueprint components scroll bar when there is a lot of components. more

    Modding

    • New item flag "spawnable", every item has to have that flag to be creatable through the shortcuts directly. more
    • Renamed create-blueprint-item shortcut action to spawn-item and item_to_create to item_to_spawn.
    • Increased the total number of collision masks from 14 to 55. See the lua-api collision mask concepts page for which layers the game doesn't actively use.
    • Changed collision mask 'layer-11' to 'rail-layer'.
    • Changed collision mask 'layer-12' to 'transport-belt-layer'.
    • Changed loader to only connect to the front belt, not from side. This is to fix internal problems related to modded loaders with custom sizes and side loading of it.
    • Implemented NoiseExpressions::fromPropertyTree for the "offset-points" noise expression function.
    • Removed rocket silo rocket prototype property "result_items" because it did nothing.
    • Added draw_as_light and draw_as_glow property to sprite definitions. draw_as_shadow, draw_as_light and draw_as_glow are mutually exclusive and draw_as_shadow takes precedence.
    • Unified laser and beam related ammo categories to just "laser" and "beam".
    • Renamed technology "laser-turret-speed"->"laser-shooting-speed", it now affects both robots and laser turrets.
    • Renamed technology "turrets"->"gun-turret", "laser-turrets"->"laser-turret", "combat-robotics"->"defender", "combat-robotics-2"->"distractor", "combat-robotics-3"->"destroyer" "tanks"->"tank", "stone-walls"->"stone-wall", "gates"->"gate"
    • Internal spidertron specification in a way to make torso and leg scaling much easier.
    • Renamed "source_effects" property of line trigger item to "range_effects", due to ambiguity with source_effects on action delivery. more
    • Added the "linked-container" entity type.
    • Removed 'small-plane', 'computer', 'railgun-dart' and 'railgun' items.
    • Removed 'bait-chest', 'crash-site-assembling-machine-1-broken', 'crash-site-assembling-machine-1-repaired', 'crash-site-assembling-machine-2-broken', 'crash-site-assembling-machine-2-repaired', 'crash-site-electric-pole', 'crash-site-generator', 'crash-site-lab-broken' and 'crash-site-lab-repaired' entities.
    • Removed the "auto-character-logistic-trash-slots" modifier and forceDataValues. The auto trash are now always enabled when any trash slots present.
    • Added direction to SimpleEntityWithOwner and SimpleEntityWithForce.
    • Constrained collision_box and collision_mask of transport belt connectable prototypes so it is not possible to build the entities in overlapping positions. more
    • Added optional draw_fluid_icon_override boolean to pipe to ground prototypes. Causes fluid icon to be drawn, ignoring the usual pair requirement.
    • Removed fluid turret prototype property 'indicator_light'.
    • Added fluid turret prototype properties 'enough_fuel_indicator_light' and 'not_enough_fuel_indicator_light'.
    • Added locomotive and car prototype properties 'front_light_pictures' and 'darkness_to_render_light_animation'.
    • Renamed logistic-container prototype property 'logistic_slots_count' to 'max_logistic_slots'.
    • The data stage files are no longer divided into demo and non-demo. This means the files with the demo- prefix were either merged into files without the prefix and/or the prefix was removed from the file name.

    Scripting

    • Renamed the clean_cursor method to clear_cursor.
    • Renamed on_put_item to on_pre_build, as it is much more precise name for that event. It fires when anything is used for building: item, blueprint, blueprint record or ghost cursor.
    • Changed 'control_behavior.parameters.parameters' to just 'control_behavior.parameters' for LuaDeciderCombinatorControlBehavior, LuaConstantCombinatorControlBehavior, and LuaArithmeticCombinatorControlBehavior.
    • Changed LuaItemStack::active_index to return nil if the blueprint book inventory has zero slots. more
    • Changed LuaItemStack::count to return 0 instead of failing when the stack is empty.
    • Changed LuaControl for players in cutscenes so the character is still usable.
    • Changed on_player_cancelled_crafting 'cancel_count' to report the exact number of crafts cancelled.
    • Decoupled deactivation by script and deactivation by circuit network.
    • mod-gui.lua no longer defines 'mod_gui' as a global variable, it is now only available when required: local mod_gui = require("mod-gui")
    • Made LuaEntity::speed read work with spider-vehicle.
    • Made LuaEntityPrototype::guns read work for spider-vehicle.
    • Removed LuaEntityPrototype::production read.
    • Removed LuaBootstrap::is_game_in_debug_mode read.
    • Added LuaEntityPrototype::max_energy_production read.
    • Added LuaEntity::trains_limit read/write.
    • Added LuaEntity::trains_count read.
    • Added LuaTrainStopControlBehavior::trains_count_signal, trains_limit_signal, set_trains_limit and read_trains_count read/write.
    • Added LuaEntity::tree_gray_stage_index, read/write.
    • Added LuaEntity::tree_gray_stage_index_max read.
    • Added LuaEntity::can_wires_reach().
    • Added LuaEntity::crafting_queue_progress read.
    • Added on_spider_command_completed event.
    • Added LuaEntity::get_connected_rolling_stock().
    • Added 'create_at_cursor' to LuaPlayer::create_local_flying_text().
    • Added LuaGameScript::map_gen_presets read.
    • Added LuaStyle::extra_margin_when_activated and extra_padding_when_activated write, which also accept arrays of values.
    • Added LuaStyle::size write.
    • Added LuaGuiElement::name write support.
    • Added LuaGuiElement::tags read/write.
    • Added LuaTile::to_be_deconstructed().
    • Added LuaGuiElement::bring_to_front().
    • Added 'has-rocket-launch-products' filter to ItemPrototypeFilters.
    • Added support to save/load LuaProfilers. They simply reset the time when saved/loaded.
    • Added LuaEntityPrototype::guns for artillery turrets and wagons.
    • Added LuaEntity::combat_robot_owner read/write.
    • Added LuaPlayer::clear_recipe_notifications and LuaPlayer::add_recipe_notification
    • Added LuaGuiElement::add "index" property, allowing insertion to anywhere in the parent element.
    • Added LuaGuiElement::get_index_in_parent().
    • Added support to connect/disconnect power switches through LuaEntity::connect_neighbour/disconnect_neighbour.
    • Added LuaForce::get_linked_inventory().
    • Added LuaEntity::link_id read/write.
    • Added LuaGui 'relative' (player.gui.relative). For showing a CustomGuiElement relative to some base game C++ GUI.
    • Added LuaGuiElement::anchor read/write.
    • Added 'alt_mode' to on_player_toggled_alt_mode event.
    • Added 'cursor_position' to the custom input events.
    • Added 'queued_count' to on_pre_player_crafted_item.
    • Added LuaPlayer::cutscene_character read.

    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]

    Polygonal 3D rendering in Factorio

    Posted: 24 Nov 2020 05:42 AM PST

    Mapview readable number display using rail signal state

    Posted: 24 Nov 2020 01:44 AM PST

    Ring Around the Rosie

    Posted: 23 Nov 2020 08:28 PM PST

    Circuit printing. So thats how they're made!

    Posted: 24 Nov 2020 01:12 AM PST

    Spidertron hiding behind the Menu, with her Spiderlings :)

    Posted: 24 Nov 2020 06:53 AM PST

    More achievements, more fun! :D

    Posted: 24 Nov 2020 12:45 AM PST

    Version 1.1 main menu is hilarious

    Posted: 23 Nov 2020 11:25 PM PST

    The engineer running after a single biter, then getting chased by a horde. Or the row of tanks crushing a whole nest!

    That new main menu is beautifull

    Thank you Wube

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

    TIL artillery trains were a real thing

    Posted: 24 Nov 2020 05:58 AM PST

    I present to you, the "Factorio Wall" The most overly complicated bitter killing perimeter wall created. It solves every problem it created so that this wall could solve it, and some more for good measures.

    Posted: 23 Nov 2020 06:36 PM PST

    Well, as the title says, this is the most over engineered Factorio'd wall (<----- this is the BP String) I could create. I completely got caught up in the I can do this, and I never once stopped to ask if I should do this. This wall is my attempt at solving problems that I created, so this wall could solve them. I have been working on a design like this for quite some time, (I really don't want to say how long) and this is the culmination of way too much time designing a wall. (it took a long time as I was not very good at factorio for a quite some time). This was also an amazing opportunity for me to learn how to better use circuits in the game. I could not have done it without help, so thank-you to u/SickOrphan for help designing a self-resetting timer, as well as the youtuber Aavak whom originally inspired me to build this wall, and designed the core premise. So without further adieu, let me break down the design requirements of this wall, the features it comes with, and the limitations of the wall. This wall will only work in Factorio Version 1.1 as it requires saving of wire states to work otherwise you would have to manually adjust every section you put down. Furthermore, I am very good at manipulating and modifying circuit designs to make them my own, the majority of the circuitry used is not of my own designs, but have been fairly heavily modified / manipulated.

    Also, to you Devs, I have been planning this release for quite some time, and You hinted that it would come out shortly. I was expecting you to release on a FFF because that kinda makes sense. But no, you release on the Monday a full week before I was ready. I tip my hat to you, and shake my fist in rage at the same time.

    The requirements are quite simple, it must use all forms of defence, use circuitry, be belt based, and save resources wherever possible, Including power, and be tile-able. Now I know this sounds simple complex, but complex designs are nothing more then an amalgamation of simple designs. The broad requirements also left me room to be flexible and build to my hearts content. It turns out my hearts content included a plethora of things…..

    The features: Well this is a big area, so I'll list them by type, and explain the circuitry that is used to control each section of the wall.

    Robot port Yes even this has a feature associated to it, and its quite prevalent across the entire factorio wall. First and foremost, each robot port is belt fed construction robots to 50 per robot port. If a robot dies, then the wall section orders another robot and only enough to top it up to 50. The robots are also on a delayed repaired. What this means is the wall section detects an attack, and a timer starts. After 45 seconds the construction robots are insertered into the robot port and a repair phase occurs. The robots are given another 45 seconds to complete repairs before they are pulled back out of the robot port. This was a fun puzzle to solve, as I had to count the number of robots in the network, the storage chests, and in the inserter hands all at the same time. Otherwise an excess of robots would be sent down the line, and it would eventually back up the entire network.

    attack detection Each wall section comes equipped with three different ways of detecting an attack. Why three? Well there is three different types of turrets, and if you have a shortage of any one resource you wouldn't want the wall to let an attack go un-noticed. The three ways of detecting are: observing a change in oil through the two storage tanks, the pilot laser turret firing, or a magazine being consumed in either of the two pill boxes. The detection of an attack tells the wall to change phase.

    wall phases the wall has three distinct phases – Primed, Active, and Standby. The wall should always be in standby mode. This is indicated by the pink lights. (yes I chose pink, as I am the first pink ranger after all). Standby mode means that there is no robots in the network, the pill boxes have full ammo, and the artillery turret is not shooting, and the laser turrets are turned off. The wall will stay in this stage until it detects an attack, at which point it goes into its Primed phase. During this phase the lights will turn yellow. This means that the robots are getting ready to repair, and the artillery turret is getting ready to shoot. All of the laser turrets will turn on at this point. They will stay on until the wall returns to a standby state. After 45 seconds the wall will transition into an active state. This means the robots have been unleashed and are making repairs. The artillery turret will wait until after repairs are done before it is allowed to fire. After 45 seconds of repairs, the robots are removed from the robot port, and the artillery turret will commence its shooting. If there is no targets to shoot, the turret will be unloaded as to prevent excess artillery shells from being sent to the wall.

    Gun turrets: The wall comes equipped with two "Pill Boxes" each pill box has 6-gun turrets in them. I love the idea of belt fed perimeter wall as it a "safe" option as belts do not require power, so if power goes down, I can still deliver ammo to the perimeter. However I did not want the belt to be fully buffered and have ammo just sitting on them, as that runs contrary to the "save resource requirement". My solution came in the form of an old factorio video posted by Aavak. The design is quite simple, each pill box requests 60 magazines, at which point the pill box becomes full and will not load anymore in. The pill box will register full regardless of what ammo is placed into it, or if the ammo is mixed. This was done as it allows you to start with say red ammo and transition to green ammo. This mixture also presented a problem. What happens if I have yellow red and green ammo in the pill box, and the inserters decide to load the yellow ammo to use against a behemoth bitter? Well the solution was obvious, its time to make the pill box have smart ammo consumption in which it prioritises the lowest tier ammo first, thus as the game goes on you are left with the highest tier ammo possible. This was easier said then done, I have used a system like this when feeding wood into my boilers, but that was based off of a priority splitter. As I struggled to create / adapt a train priority fuel system, I discovered that filter inserters and stack inserters behave differently. Filter inserters have an innate priority order that they will follow. This is based off of the entity creation number and since yellow ammo has a lower entity number than both red and green, it gets used last. However stack filter inserters do not have this priority order to them. This is why I am utilising stack filter inserters, even though I would prefer to use filter inserters. This limitation still irks me as it is not optimised, so if you know of a solution please let me know.

    Laser Turrets: The wall comes equipped with 13 laser turrets. 12 of these are depowered while one remains constantly powered and functions as a trigger switch. The lasers will stay powered until the wall has entered its standby state, and all the robots have been removed from the network.

    flame turrets the 6 flame turrets are normally the first ones to engage, so expect these to be the initial trigger switch that always toggles. Nothing special here, just measuring the flow between two storage tanks, and any flow will trigger the primed state.

    Artillery turret this was probably the hardest circuits I had to make. Their were no circuits like it that I could modify or adapt or plagiarise take for inspiration. I wanted a system that gave the turret the opportunity to fire, but did not order shells unless they were needed. Unlike the robot port, you can not hook the artillery turret up red/green wires. The solution I came up with, was to count the number of shells in the storage boxes, then while the turret was active, artificially add 6 shells to the count. Normally if you insert arty shells into a turret with an inserter the turret will hold 5. So what I did was artificially inflate the number of shells I have by 5. This worked beautifully until the count flickered from 9-10 as shells are moved from the primer box to turret, to the unload box. Every time it flickers it would cause the factory to send another shell down the line. I got around this by inflating the number of shells at each wall section by 6. Since the actual number of shells is only inflated during the shooting phase, it means that new shells will not be ordered until the turret returns to its standby phase. At which point an accurate reading of how many shells are needed will be reported back to the factory.

    the factory in order to support the on demand function, or no buffer of resources on the belt, I needed to have a factory capable of only producing the number of items requested by the wall. This was achieved by creating a "demand" or # of pill boxes you have, and using the amount of ammo in all of the pill boxes, and only allowing the factory to work if total ammo was less then amount demanded. Although I have included a ridiculous factory that producing everything at 45 items / s I will also include the circuitry required to adapt any factory to be the smart on demand system required to make this wall section work. Originally I only had ammo heading down the belt to support the wall sections, but as this grew I needed to find a way of supplying the other items needed to maintain a wall. Things such as repair packs, wall sections, and even more construction robots. I toyed with the idea of making a train deliver them, or have it delivered by logistic robots, but both of these just didn't seem to fit with the theme of the wall. Then I remembered that I had a belt delivering the ammo. And although its only one belt it is not active the majority of the time. Meaning that as long as I can accurately control the items on it, I can send an unlimited variety of items down the same belt. That's right, it's a sushi belt for perimeter defence. It looks very strange having construction robots, yellow/red/green ammo, walls, repair packs, and landmines all traveling down the same belt but it works. And once the wall is seeded, all chests are full to demand, then only a token amount of items will be sent down the supply belt. Now if I only used 1 inserter and limited it to only hold 1 item at a time, then I could exactly count the number of items needed and only send those down the line. However during the initial seed you need a total of 240 magazine per section, 25 repair packs, 50 landmines, 25 wall sections, and 50 robots. Multiplied by the number of sections you have. If I only used 1 inserter per item this would take a very long time to seed the wall. This was solved by having multiple factories / inserters but it created a new problem. If I need 1 more magazine, then all the inserters for creating ammo would swing at once. Now I could either create some very advanced circuitry to solve this….or I could bring the resupply belt all the way back to start, and create an "over flow" chest that picks up any left over items on the belt. I opted here for the simple fix. I did warn you that most complex designs were simply made from a whole bunch of simple designs.

    limitations I did try to cover off each limitation in the section that it occurred, but one glaring one, is that the wall cannot detect an attack if, and only if, a land mine is used to wipe out an entire attack. This may seem trivial but when tested at maximum research excludimg infinite research, landmines are capable of wiping out an entire wave of behemoth bitters. I could easily get around this by leaving 1 robot in the robot port, and counting the number of landmines in storage and if it drops below a certain threshold use that as a trigger. But that runs contrary to the save resources rule that I gave. It is far cheaper to replace a destroyed wall section, or to use a repair pack then it is to replace a construction robot. Because of this, I opted to not use landmines as an additional trigger for the wall. The other big limitation of the wall is the time required to seed the wall. With my first-ish design, posted here it would take about 30 minuets to seed about 30 pill boxes worth of ammo. This is both a long time, and no time at all. If you properly clear your pollution cloud then this time becomes irrelevant. However if you are desperately trying to cling to an expansion to gather resources to save your base then this time becomes an eternity. I tried to reduce this time as much as possible by providing an upgraded factory that produces walls/repair packs/ construction robots/ landmines / and yellow red green ammo at a rate of 45 per second. AKA the limit of a single blue belt. Without expending even more resources, and space or moving away from belt based. I cannot fix this issue. So if time to have the wall be ready is an issue for you, then this wall wont really fulfill your expectations. But if you are able to slowly expand and your setting up a longer term choke point. Then yes this wall will do everything and more.

    reality The use of the "factorio wall" is highly niche, as everything it does can be more easily done through the use of logistic robots. In fact it would be very simple to make this same wall if I only used logistic robots. Allot of the problems I encountered would be very simple to solve. So why did I spend so much time building a wall when there is a much simpler method at hand. Well simply put, simple was not in the initial requirements for the wall, and how else is the factory supposed to grow if you don't make over engineered builds?

    Thank you for reading, carry on squashing those bugs fellow Factorians!

    PS. the blueprint book contains a train unloader that replaces a factory, but as the devs released this way to early for a slow poke like me, I have not yet had a chance to test it. So it may or may not work. Everything else shouldTM be minty.

    incase you missed it, the blueprints string is here

    Edit: Some people were asking for a corner section. So here is the blueprint for it. Corner Blueprint

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

    Does anyone else use their spaceship wreck as fish storage?

    Posted: 23 Nov 2020 09:43 PM PST

    When you go Deathworld but biters are scary so you build a whole island in a lake and make your factory (mostly) on the island

    Posted: 23 Nov 2020 07:44 PM PST

    A bacteriophage has attacked. It is injecting copper plates and green circuits into my base. (Inefficient, but interesting(?) outpost design I made)

    Posted: 24 Nov 2020 12:57 AM PST

    500 hours later: What does F do?

    Posted: 24 Nov 2020 01:54 AM PST

    After 500 hours played I noticed that you can press F to pick up stuff. How about that! I've gone 500 hours dismantling the belts and put them back every time I wanted something from a belt. I've dismantled so many belts. Makes me wonder what else I've missed.

    The factory must grow!

    submitted by /u/cr34mycat
    [link] [comments]

    May the Fish be with you

    Posted: 23 Nov 2020 06:18 PM PST

    Important tip when starting version 1.1

    Posted: 23 Nov 2020 02:26 PM PST

    How do I turn this off in 1.1?

    Posted: 24 Nov 2020 02:21 AM PST

    1.1 Menu simulation

    Posted: 23 Nov 2020 07:56 PM PST

    Let me start by saying, I love the main menu simulation !

    However I find the scenes changing every 10 seconds or so to be quite distracting. For some reason I expected one scene to be loaded and stay there until the main menu is accessed again later.

    The scenes with a lot of action can be distracting too, mostly the ones with biters. I really like when it's just a factory doing its thing, I wish these would stay on screen longer! There is something relaxing watching each building doing its job, and they blend easily in the background when it's time to focus on the menu.

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

    Rest in Pease UPS

    Posted: 24 Nov 2020 07:26 AM PST

    1.1 - Guide to your very own Vanilla Logistics Train Network v2.0

    Posted: 23 Nov 2020 09:50 PM PST

    7.5 months ago I created this post with a relatively simply method of creating a vanilla train network. It wasn't perfect (even this new version could be improved) for many reasons, mainly train pathfinding. Since the 1.1 update 9 hours ago, I spent 3 hours updating, testing, and implementing the new features to create a new and improved version of my vanilla train network. The blueprints are designed for LHD trains. I tried to flip them with the new inbuilt tools, but it wasn't working properly for me. Anyways, I'm lazy but it shouldn't be too difficult to switch them to RHD. How the network works is not too different from the first version, so if you would like some extra information be sure to read that post (first link).

    Have no clue what to name it, so any suggestions are welcome. Currently I'm thinking "PA's VTN 2.0", but that doesn't exactly roll off the tongue.

    The Blueprint Book

    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 

    So, Whats New or Changed?

    • Train rushes are SOLVED!
    • Multiple trains will no longer path to the closest station, just to repath later.
    • Train stations are no longer enabled/disabled, instead it utilises the new train stop limit.
    • Train schedules can be blueprinted more easily - no need to change each schedule slightly or remember how many trains there are for each item. Every train's wait schedule stop can stay at 0.
    • Schedules have been updated slightly when arriving at a "Wait To Unload" station to additionally wait for 1 second of inactivity - this will refuel the train.
    • Train stop names now use rich text instead of basic text names
    • No longer will you have to wait for the first train for each item to come back! The system sends out a train as soon as one is available - this speeds up response times drastically!

    What's stayed the same?

    • Still requires two wait stations, "Wait To Load" & "Wait To Unload" (maybe updated in a v3.0?)
    • Because of the point above, it will still need slightly more rails than a regular train base
    • Still works with any type of train base.
    • The system still knows how many trains to send out. Having multiple trains for the same item is no issue.

    Introduction

    The schedule of all trains. All trains follow a similar schedule, just changing the circuit condition and the stations to load/unload at. Included in the blueprint book are loading and unloading for fluids, as well as a blueprint that contains 16 common station names and schedules for each train. Otherwise you'd have to change the rich text for each station individually, whereas now you can just copy-paste them.

    The network works by requesting full train loads of a certain item. It is important to note that each item cannot have varying lengths of trains, otherwise the system will break. For example you cannot have multiple 1-2 Electronic Circuit trains and then have some 1-4 trains. If you do this, your trains will get stuck and your factory will shutdown. You can have different length trains as long as the item on those trains are different.

    Wait To Load Station

    All trains start at this station. Having multiple trains of the same item is no longer an issue, so as soon as a train load is available the first train will speed off. This station is currently required, but I might make an improved v3.0 in the future. Compared to the last version, this station no longer requires a combinator in between. It was previously required because of train stop enabling/disabling issues.

    Loading Station

    The loading station design. Since the station no longer needs to enable or disable, the number of available loads is the same as the number of trains that can go to this station. Remember to use one of the blueprints so that you can easily copy-paste settings and names. You will need to calculate how much one train load is for each of your items. You can do this with this formula for items: no. of wagons * 40 * stack size = full train load. With this number you need to update the first combinator in the image. A 1-4 Iron Ore train will be => 4 * 40 * 50 = 8 000.

    Wait To Unload Station

    After a train is loaded, it arrives here. Here the train stocks up on fuel (in hind sight, it should actually refuel at the wait to load station). Most of your trains will be here, hopefully, as otherwise you would be under-supplying your factory.

    Unloading Station

    The unloading station. The most "complicated" of the blueprints. Just a reminder that in the blueprint book is also station designs for balanced fluid loading and unloading with this new system. You should try to balance your unloading for items as much as possible so that trains spend the least amount of time there. That includes lane balancing your designs aswell. I do have my own versions, but they are quite bulky and I'm looking to update them. If you'd like those blueprints I can post them too.

    Don't forget to change the full train load to your train length and item on combinator 1, as well as changing the "i" symbol on combinator 2 to what ever item you want to be there. Additionally, don't forget that you can set the number of loads by changing the number next to the item you want there. Currently it is set to 3 loads to be there at all times.

    Imgur Album of all the screenshots

    If I missed anything, made mistake somewhere, or you'd like more explanation, be sure to comment and I'll do my best asap.

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

    200 hours of Sushi Evolution

    Posted: 23 Nov 2020 06:55 PM PST

    one thing that always bothered me with train systems, I think it is impossible to fix without a complete rail rework?

    Posted: 23 Nov 2020 09:44 PM PST

    1.0 rail world big peninsula seed

    Posted: 24 Nov 2020 03:59 AM PST

    Terrain settings are on rail world, affect water sizes, but it still works on smaller settings.

    Seed: 1452576572

    Just a few biter nests on the main part, but pretty big peninsula for space, and oil pockets on it. Hope it helps someone.

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

    PSA: 1.1 experimental may brick your game and kill your blueprints library.

    Posted: 24 Nov 2020 07:09 AM PST

    I know this is a given with any beta, but I have had really good experiences with Factorio betas the past year or so.

    I started a new playthrough yesterday, excited to use the blueprints I had crafted in waiting for 1.1 release. I was getting crashes when trying to place a yellow underground over a red underground blueprint. So I used the downgrade planner to fix this issue.

    About an hour later, I noticed that one of the undergrounds was not outputting. It wasn't reversed, I could see the materials at the end just not moving. I adjusted the output belt, nothing. I went to re-place the underground, and my game crashed.

    When I restarted, I could no longer open the save file, I get the error "Transport line groups are not consistent".

    I started a new game to try to see what happened, but then I got an error about my blueprints and now my blueprint library is empty :(.

    Luckily the sandbox mode map I made most of my prints on is still working, so I could recover them.

    But beware everyone! It's a beta for a reason!

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

    Would this scale be too over? This is for those OCD

    Posted: 23 Nov 2020 09:06 PM PST

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