Factorio Weekly Question Thread |
- Weekly Question Thread
- Version 1.1.0
- Polygonal 3D rendering in Factorio
- Mapview readable number display using rail signal state
- Ring Around the Rosie
- Circuit printing. So thats how they're made!
- Spidertron hiding behind the Menu, with her Spiderlings :)
- More achievements, more fun! :D
- Version 1.1 main menu is hilarious
- TIL artillery trains were a real thing
- 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.
- Does anyone else use their spaceship wreck as fish storage?
- 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
- A bacteriophage has attacked. It is injecting copper plates and green circuits into my base. (Inefficient, but interesting(?) outpost design I made)
- 500 hours later: What does F do?
- May the Fish be with you
- Important tip when starting version 1.1
- How do I turn this off in 1.1?
- 1.1 Menu simulation
- Rest in Pease UPS
- 1.1 - Guide to your very own Vanilla Logistics Train Network v2.0
- 200 hours of Sushi Evolution
- one thing that always bothered me with train systems, I think it is impossible to fix without a complete rail rework?
- 1.0 rail world big peninsula seed
- PSA: 1.1 experimental may brick your game and kill your blueprints library.
- Would this scale be too over? This is for those OCD
Posted: 23 Nov 2020 10:05 AM PST Ask any questions you might have. Post your bug reports on the Official Forums Previous Threads
Discord server (and IRC) Find more in the sidebar [link] [comments] | ||
Posted: 23 Nov 2020 12:29 PM PST Major Features
Features
Minor Features
Graphics
Optimisations
Balancing
Changes
Gui
Sounds
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] | ||
Polygonal 3D rendering in Factorio Posted: 24 Nov 2020 05:42 AM PST
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Mapview readable number display using rail signal state Posted: 24 Nov 2020 01:44 AM PST
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Posted: 23 Nov 2020 08:28 PM PST
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Circuit printing. So thats how they're made! Posted: 24 Nov 2020 01:12 AM PST
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Spidertron hiding behind the Menu, with her Spiderlings :) Posted: 24 Nov 2020 06:53 AM PST
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More achievements, more fun! :D Posted: 24 Nov 2020 12:45 AM PST
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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 [link] [comments] | ||
TIL artillery trains were a real thing Posted: 24 Nov 2020 05:58 AM PST
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Posted: 23 Nov 2020 06:36 PM PST Well, as the title says, this is the most over 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 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 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 [link] [comments] | ||
Does anyone else use their spaceship wreck as fish storage? Posted: 23 Nov 2020 09:43 PM PST
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Posted: 23 Nov 2020 07:44 PM PST
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Posted: 24 Nov 2020 12:57 AM PST
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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! [link] [comments] | ||
Posted: 23 Nov 2020 06:18 PM PST
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Important tip when starting version 1.1 Posted: 23 Nov 2020 02:26 PM PST
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How do I turn this off in 1.1? Posted: 24 Nov 2020 02:21 AM PST
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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. [link] [comments] | ||
Posted: 24 Nov 2020 07:26 AM PST
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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 So, Whats New or Changed?
What's stayed the same?
IntroductionThe 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 StationAll 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 StationThe 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 StationAfter 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 StationThe 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. [link] [comments] | ||
Posted: 23 Nov 2020 06:55 PM PST
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Posted: 23 Nov 2020 09:44 PM PST
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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. [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! [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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