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    Tuesday, December 15, 2020

    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 14 Dec 2020 10:04 AM PST

    Ask any questions you might have.

    Post your bug reports on the Official Forums


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    submitted by /u/AutoModerator
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    Version 1.1.6

    Posted: 14 Dec 2020 11:44 AM PST

    Changes

    • The train time wait condition number field will be auto-focused when it is opened.
    • Moved rocket silo + satellite into the production tab.
    • Allowed to use productivity module on nuclear fuel production + nuclear fuel reprocessing.

    Bugfixes

    • Fixed that biters sometimes couldn't pathfind near the edge of generated chunks. more
    • Fixed that some saves made in game versions before 1.1.0 could crash on load.
    • Fixed camera widget was rendering player's building preview. more
    • Fixed synchronizing blueprint library into existing map would sometimes cause crash on loading a save. more
    • Fixed that trying to move spidertrons with the remote while in a train in map view could add waypoints to the train. more
    • Fixed that "only-in-cursor" didn't work nicely with wire items. more
    • Fixed wrong default in collision mask util lib. more
    • Fixed that the "Trains" side menu button icon had one train window 1 pixel wider. more
    • Fixed entity tooltip would not show up when "Entity tooltip on the side" was disabled and "Entity tooltip delay" was not zero. more
    • Fixed that copy pasting power switch entity settings too fast in multiplayer would cut the wire. more
    • Fixed crash when fast replacing transport belts in some situations. more
    • Fixed that set_[personal, vehicle]_logistic_slot would not update the GUI correctly when setting a duplicate request that would add or remove a row. more
    • Fixed that it was possible to build blueprint with overlapping transport belt/wall entities which would trigger the consistency checks, cause desyncs and make saves unloadable.
    • Fixed that saves before 1.1 with entities set 'active=false' from script would be stuck disabled. more
    • Fixed that ghost fast replacing gates didn't respect the current direction.
    • Fixed that ghost rail signal and train stop building didn't follow the same restrictions as normal building.
    • Fixed that construction robot trying to revive signal next to other signal would get stuck.
    • Fixed a crash when removing a burner energy source from a spider vehicle. more
    • Fixed that the apply-upgrade-planner GUI wouldn't scroll when needed. more
    • Fixed crash caused by race condition between rendering of camera widget and game view. more
    • Fixed electric-energy-interface entity tooltips showing power consumption twice. more
    • Fixed that biters would try to attack indestructible vehicles.
    • Fixed assigning new content to an existing blueprint with relative grid position would offset the new content inside the blueprint based on world position. more
    • Fixed that trains counter could sometimes fail to decrease when train stop is destroyed. more
    • Fixed crash in multiplayer when doing undo of mining an entity marked for upgrade and then doing undo of the upgrade selection. more
    • Fixed boiler tooltip calculations not taking into account minimum_temperature. more
    • Fixed when dragging a belt in line-snapping mode, the the buildability preview tint would be based on cursor position instead of the snapped position. more
    • Fixed that entity GUIs could be too small in some locales. more
    • Fixed research complete sound sometimes playing after the window is closed. more
    • Fixed that building preview buildability (red/green color of preview) didn't correspond with the ghost modifier being pressed.
    • Fixed that ghost rail building didn't ignore entities marked for deconstruction.
    • Fixed that inserters with custom dropoff vectors would sometimes sleep on the wrong belt lane. more
    • Fixed that the lab GUI couldn't properly display a large number of science pack slots. more
    • Fixed that failing to read file attributes on Windows would sometimes crash the game. more
    • Fixed crash when creating a new map in the map editor while having an outdated blueprint library.
    • Fixed that the server might not be able to accept RCON connections if TCP SYN cookies were disabled. more
    • Fixed that programmable speaker would not play global sounds in main menu simulations. more
    • Fixed that shift-tabbing into a text field didn't select the text. more
    • Fixed that you could shift-tab to focus disabled widgets.
    • Fixed layouting of rich-text that was wrapped to multiple lines. more
    • Fixed force-building blueprints when hovering the mouse over an electric pole. more

    Modding

    • Added 'allow_passengers' EntityPrototype bool for vehicles.
    • Added the "linked-belt" entity type.

    Scripting

    • Module limitation can be specified alternatively by limitation_blacklist instead of a limitation.
    • Added LuaEntityPrototype::allow_passengers read.
    • Added LuaEntity::add_autopilot_destination().
    • Added LuaEntity::autopilot_destinations read.
    • Removed defines.build_check_type.ghost_place.
    • Added defines.build_check_type.manual_ghost, script_ghost and blueprint_ghost.
    • Added LuaEntity::connect_linked_belts() and LuaEntity::disconnect_linked_belts().
    • Added LuaEntity::linked_belt_type read/write.
    • Added LuaEntity::linked_belt_neighbour 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
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    Not finished yet...but quite proud of my 92 blue belt furnace setup:)

    Posted: 14 Dec 2020 04:08 PM PST

    My second base has a life of its own

    Posted: 14 Dec 2020 08:59 AM PST

    If you zoom out far enough, roboports start making this odd interference-like pattern

    Posted: 15 Dec 2020 02:20 AM PST

    Almost 50% of the way to the New Year's Rocket launch - the factory continues to grow

    Posted: 14 Dec 2020 09:20 AM PST

    My (very) early game mall

    Posted: 14 Dec 2020 11:30 AM PST

    Effectiveness of Mining Productivity Upgrades - An Inquiry

    Posted: 15 Dec 2020 06:27 AM PST

    I've built a few bases prior that ended up firing off 50+ rockets before I moved on. This time, I decided I wanted to try a mega base (starting at 1000 SPM).

    I've got a small bus that allows me to create enough science to unlock everything, and produces all of the parts I need for expansion. I've even fired off a few rockets to get some of the tech locked behind white science.

    Since then, I've been working to create mega base style plate and chip factories (and soon modules), but I have an issue keeping enough raw materials coming in. It seems as though I'm just simply not mining enough. My patches are large, but I don't saturate belts at all. Multiple patches (copper and iron) fully decked out with miners, and everything pulled by train.

    What should I prioritize in order to move forward quickly? Sacrifice production elsewhere to make speed modules 3's for miners? Keep pushing rockets to get Miner Productivity?

    Which is more important? At what point should I move from focusing on one to another?

    submitted by /u/HerdOfBuffalo
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    Factorio multiplayer community is amazing.

    Posted: 14 Dec 2020 12:54 PM PST

    I was bored today so went onto the public multiplayer area, found a game with 2 hours played. Been playing it none stop since. Everyone on it is so nice and we have been having so much fun building it together! Nobody joined and griefed in anyway, just pure factory building. Love it.

    submitted by /u/Legoman12343
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    Wanna play space exploration but i don't like robot attrition

    Posted: 15 Dec 2020 08:13 AM PST

    Robot attrition is required for space exploration but i don't like having robots randomly die.

    submitted by /u/random_uman
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    Question regarding Space Exploration world generation

    Posted: 15 Dec 2020 02:13 AM PST

    I am currently playing with the Space exploration mod for the first time. While I was creating a sandbox map to try out some things, I noticed I used the wrong world generation.

    The world generation preset I used was railworld and not the "Space exploration" one. Is there a way to change this in the console? I just prepared for the CME that will come in ~18 hours so I don't want to lose my progress in the game.

    If this is not the place to post this question I will remove this post immediately.

    EDIT: Solved. Comments and discord more than helped

    submitted by /u/F0xd3m0n
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    What is something you consider is missing from vanilla Factorio and why?

    Posted: 15 Dec 2020 08:05 AM PST

    For me, it would be a 2by1 chest. It kind of sucks when you are off by one when working with beacons, rails, or direct insertion. It seems that a common fix is to use a tank or car. However, these cannot be blueprinted. Long hand inserters kind of fix this issue, but are slow and have an item capacity of 3. A 2by1 chest would allow for blueprints, rapid movement of items via direct insertion and new options that we can not think of.

    Thank you for your time and opinion. Please have a good and safe day.

    submitted by /u/SaviorOfFallen
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    Late game science blueprints

    Posted: 15 Dec 2020 07:17 AM PST

    Hello fellow Engineers!
    I'm looking for some late-game science production blueprints. I've never really reached late game and would like some blueprints or screenshots I can take inspiration from! I'd like to see anything from 1k-2k if you have it, or less or more. Just looking for inspiration!

    submitted by /u/BenofHunter
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    Are there any lo-fi texture packs for Factorio?

    Posted: 14 Dec 2020 06:31 PM PST

    My girlfriend is curious if there are any texture packs that are 'cute', and i'm taking that as more pastel-colored, pixelated, simplified, or cartoonish. I've just recently gotten addicted to this game and finding a pack like that would be really cool! Thanks for reading. Have a good one.

    submitted by /u/thedreamlan6
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    (Almost) clearing some more achievements

    Posted: 14 Dec 2020 08:59 PM PST

    (Almost) clearing some more achievements

    Cleared a rocket on my latest run (co-building with my 7-year old this time, which was fun...and is also teaching him division and simple math logic).

    After the last run where we were so close to closing out the run even while doing Lazy Bastard I went back and went for a pretty stock settings vanilla run. Clicked through to find a map with reasonable access to oil and secondary resources (almost a rail world, but not quite).

    Compared to the last "base in a box" build, this one was a main bus run.

    Some lessons learned from this run:

    - If you have *any* mods on (I just had a To Do list mod to be clever with my kid) then the achievements won't track on Steam. Color me irritated, but I turned things off and I don't think I quite have things tuned enough to get a second rocket done before the timer runs over. I'll come back and edit if I do.

    - Getting a train station going early worked great. Order of outposts was (roughly) iron, coal, copper, stone (oil was in a different direction so it got directly trained into the refinery setup).

    - Leaving *too* much space between your train station and the smelting area is actually problematic. I need to find a balance here.

    - Future proof your smelting by building up 4 belts (with a balancer) from the beginning for iron / copper.

    - Boutiques seemed to work fine on this run. Splitting "things I need steel for" (read: rails and power boutique) vs "things before steel" (read: inserters and belts boutique) and then a "military boutique" seemed to work out okay.

    - When playing with biters on normal, remember to keep your turrets actually fueled...this was the first time I'd really experienced "evolved" biters and I was not prepared.

    - Red circuits were my bottleneck for the last few hours during this play through. Transitioning the original stone furnaces to steel ones with in/out red belts and then splitting to 4x yellow belts on the bus might have saved me some headache.

    - Ended up overproducing both low density structures and rocket fuel...those are both end-of-the-line products (at least when the goal is an early rocket launch), so probably not a big deal to overproduce them at this point.

    - Blue circuits were definitely short, but that was driven by the lack of red circuits more than anything else. Once red circuits are fixed, hopefully that'll be better (and I can have easier time getting my speed modules going).

    Thoughts for the next run:

    - Actually do a rail world map (I liked the feel of long train lines...it's kind of relaxing so long as you're not rushing back and forth dealing with biters). Does anyone know if selecting this disables achievements? (Yes, I will go ahead and just try it...)

    - Going to go for a bus / boutiques again (I liked the flow). But my military boutique got out of order because of access to coal on the bus.

    - Turn off your mods to start with...idiot...

    Thanks for reading!

    https://preview.redd.it/s22rzruov9561.png?width=5120&format=png&auto=webp&s=d6c0c5ba4f33f330938fb1aabf10b15e8ea6c3f5

    submitted by /u/TheBrianGref
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    I wonder, could our megabases get 64 times bigger on a 64-Core processor once Factorio was made to work with multiple threads?

    Posted: 15 Dec 2020 05:36 AM PST

    As I understand (am I wrong? Don't hesitate to tell me in a comment), Factorio currently mostly uses single processor thread to run base factory events.

    What would happen if we got multiple thread support and run it on newest AMD processors with as much as 128 threads?

    submitted by /u/PolishHealthCare
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    Is there a raining mod? or a weather mod for this game?

    Posted: 14 Dec 2020 02:24 PM PST

    Hey i was wondering if there is any raining mod or a mod to change the weather (also frog)? I gernally love it in videogames when it rains (and maybe thunder). Esp. in games like Factorio. I think the rain + rainsound would give such a good atmosphere. Iam just asking beacus i cant find such a mod in the mod Forum. Maybe someone here knows something similar.

    submitted by /u/Marco3104
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    Eff1 modules seem really good?

    Posted: 14 Dec 2020 02:34 PM PST

    Still working towards my first rocket launch here... about to start working on Yellow...

    I get that high-end Productivity and Speed modules amplified by Beacons are important when you're working towards a megabase with vast SPM. But on the way there... are Eff1 modules just really good for their cost? At the stage where you're still getting Blue/Purple/Yellow online, you don't need vast stacks of them at once - just enough to fill an outpost or new assembly line. Set up a stand-alone Assem2, drop a couple stacks of Red and Green circuits into it now and then, go about your business, and you cut your power footprint and pollution by 60-80%, greatly slowing Evolution and biter threat.

    In particular, getting some Eff1 modules and going for early nuclear seems like a much better use of initial resources than dicking around with solar power. You need so damn many panels to make an appreciable impact on power that you'll draw a ton of iron and copper out of your initial deposits when you could just spec some extra AdvCirc's and get Eff1 modules done ASAP. I can see how massive solar arrays are useful later in the game when you've walled off biters with huge perimeter defenses and have plenty of resources railed in. But it seems like the pre-rocket value of solar is pretty low considering how easy it is to get nuclear running and how abundant uranium is.

    I dunno... still figuring all this out. Any thoughts?

    edit: Quite the thread I stirred up here. :) I appreciate all the thoughts and replies. It's cool how the game allows for so many different approaches.

    submitted by /u/tppytel
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    if you were using the Factorio engine to create your own game, what would you make?

    Posted: 14 Dec 2020 08:50 PM PST

    with all its advantages and limitations.

    submitted by /u/Sour_Straps
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    A Collage of 50 interesting Research Lab names I found

    Posted: 14 Dec 2020 12:29 PM PST

    Is it bad to have a pumpjack not connected to anything?

    Posted: 14 Dec 2020 05:31 PM PST

    I'm surprised I couldn't easily find this with search engines. If I connect a pumpjack to nothing, will it still deplete the field it's on?

    EDIT: Thanks y'all!

    submitted by /u/feline_alli
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    I don't think I've ever spent that much time on green science. (Fit for 7325 spm.)

    Posted: 14 Dec 2020 02:16 PM PST

    In my never-ending quest to finally make a competetive UPS-good base, I've now spent two evenings each north of 5h on making and testing this damn fucking green science setup.

    Red and green have so far usually been my "eh, whatever" setups, but this time I went all out. Measuring UPS of different approaches, designing to the most sensible belt and inserter throughputs - and assembler usage; the kind of things you "normally" only do with your larger and more important setups. If you're a freak.

    The overall goal here is to make a somewhat modular set of BPs that all feature one goal: Be wagon-aligned (and sort of optimal at the same time). One neat result of this is that all of these could be adapted to any train length desired - I've opted for 2-8 for everything except sciences, which go 1-4, which in turn translates fairly well.

    It is also part of my first attempt to substitute LTN with the new train limit mechanic. As such, the stations are set up to allow only for as many trains as requesting bits could safely and most quickly take into chests, and/or providing stops can service with what is readily available. (Provide your own stacker.) The end-goal is to mimmick what LTN did with current vanilla means, which imho is very much possible (whith the caveat that trains will have to be ressource-bound instead of being entirely universal, which should be a minor issue). All in- and outputs are circuit-balanced to make it bullet proof.

    TL;DR: this here makes 7325 green science per minute, or close to 916 GC/m per wagon in a fairly UPS efficient manner. BP string in a following answer. I hope you like it, and if not I'm eager to read your improvements!

    A small addition: I've copied this 20x in editor (with infinity chests as a stand-in for wagons) and got ~1100 UPS on average on my i5-10600k (non-OC). Should at least be alright for my overall 5400spm@60UPS goal I am going for at the end of this. Woohoo!

    submitted by /u/Medium9
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    20 blue belts of circuits

    Posted: 14 Dec 2020 08:07 PM PST

    This is the beast that will fuel my 1 blue belt of blue circuits in the future. There will also be some excess circuits left over for other use. It uses 16 belts of both copper and iron to create 20 belts of green circuits. I'm gonna transport the circuits by 2-8 trains to another location where I will create the blue circuits. These will be close to where I will use a third of them for yellow science then the rest of the blue circuits will be used for modules/rocket parts. https://imgur.com/gallery/HHASF7p

    submitted by /u/NickG9
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