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    Friday, January 22, 2021

    Factorio Poptart watching the factory grow!

    Factorio Poptart watching the factory grow!


    Poptart watching the factory grow!

    Posted: 22 Jan 2021 04:43 AM PST

    Version 1.1.13

    Posted: 22 Jan 2021 04:28 AM PST

    Minor Features

    • Decider combinator can output an Anything signal, which returns exactly one matching signal. more

    Gui

    • Various small changes and fixes related to how temperatures are shown. more

    Bugfixes

    • Fixed inconsistent usage of Optimisation and Optimization in the changelog and codebase. more
    • Fixed tooltip item lists not showing in some cases. more
    • Fixed missing "Can't reach" message when trying to build out of build reach. more
    • Fixed corner case of fast belt dragging back and forth. more
    • Fixed that belt traversing when ghost building didn't work outside manual building reach distance. more
    • Fixed changing belt direction by dragging when underground part is present. more
    • Fixed cancelling planned belt upgrade by ghost belt dragging. more
    • Fixed that using undo on recently mined entity didn't work in latency state and produced a memory leak instead.
    • Fixed that using smart belt building traverse when using ghost cursor (instead of shift building) was generating underground belts for free. more
    • Fixed various problems related to latency state and belt building.
    • Fixed a crash when entity ghost with self connection was destroyed. more
    • Fixed items held by inserters would not draw light layer. more
    • Fixed that power switch state was not saved in blueprint strings.
    • Fixed that furnace alt-mode didn't show the last recipe, same as map view "Recipe Icons" option. more
    • Fixed locomotive rebuilt through undo operation would not have its schedule restored. more
    • Fixed that overlapping ghosts were removed when they shouldn't while other entities marked for deconstruction were present. more
    • Fixed Train GUI crash when a temporary stop expires and no stops are valid. more
    • Fixed that steam turbines fed with steam of lower temperature would show as producing more electricity in electric network info. more
    • Fixed tiles would be rendered with 1px gap between them at some positions, zoom levels and screen resolutions. more
    • Allowed to freely fast-replace underground pipes by pipes. more
    • Fixed belt upgrading by dragging with belt gap present. more
    • Fixed that tips and tricks were not animating on clients in multiplayer. more
    • Increased build reach check distance for finishing belt turns to avoid unexpected gaps when moving and building. more
    • Fixed a crash when rendering modded mining drills in some situations. more
    • Fixed a network error related to hosting a game using the continue button. more
    • Improved the manual building behaviour when building on (or behind) the edge of the reach while moving.
    • Fixed that enemy ghost indications could be shown when hovering enemy chest. more
    • Fixed tile ordering of nuclear ground.
    • Changed tile order strings to the commented style.

    Modding

    • AttackParameters::turn_range greater than 0.5 but less than 1 will be clamped to 0.5 as targeting in arcs larger than half circle is not implemented. more

    Scripting

    • Writing nil to LuaEntity::trains_limit disables the limit (sets maximum possible value).

    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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    540 Science per Minute

    Posted: 21 Jan 2021 01:18 PM PST

    I kept getting run over, so came up with this to keep me safe while I work on this portion of track.

    Posted: 21 Jan 2021 11:53 PM PST

    Alt-F4 #22 - Blueprint Rant

    Posted: 22 Jan 2021 04:39 AM PST

    Here's how I set my train limits in Factorio 1.1. Circuits can be intimidating so I'm proud to have figured out how to do exactly what I was trying to do.

    Posted: 22 Jan 2021 05:27 AM PST

    10 hours into space exploration, jump start base complete, i will be moving onto a city grid base.

    Posted: 22 Jan 2021 05:10 AM PST

    Is there a hot key to put train in manual mode?

    Posted: 22 Jan 2021 05:45 AM PST

    Does Factorio have an "anarchy" server? Should it?

    Posted: 22 Jan 2021 01:33 AM PST

    Some of you may know of 2B2T, also known as "the oldest anarchy server in Minecraft". In this multiplayer server, basically everything is allowed: mods, hacks, glitches, griefing, everything. It's a madhouse, and if you want to learn more about it you can watch this video about its biggest griefs, and this video about its history. Interesting stuff.

    But back to the point, I was wondering about a Factorio equivalent of this server. A chaotic world where everybody can make what they want and destroy what they want. It would be a glorious disaster.

    Pros: larger weapon arsenal than MC, more creativity due to Factorio's interconnected and complex nature, mods, possible invention of new tactics (disaster breeds innovation)

    Cons: finite resources, possibly too easy to grief

    What do you guys think? Now that Factorio is an officially launched game, should it have a player-run anarchy server?

    submitted by /u/ConspicuousBassoon
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    Adjustable Interface

    Posted: 22 Jan 2021 06:58 AM PST

    Hey I'm wondering if anyone know of a mod that makes the interface modular. I play on a TV thats further away so when I scale up to 200%, the bottom interface overlaps the gun UI and I can see details when placing but the leftmost part of my screen is empty. Any ideas? Or am I missing a setting?

    submitted by /u/CamperDog03
    [link] [comments]

    Defense in depth of the factory

    Posted: 22 Jan 2021 05:44 AM PST

    K2SE 3 days in starter base. Getting ready for the reconfig :D

    Posted: 22 Jan 2021 06:23 AM PST

    Started a new map, at least the polution loves me!

    Posted: 21 Jan 2021 10:00 AM PST

    I'm 20 hours into my first game, I thought you guys might appreciate my paranoid pasta factory

    Posted: 21 Jan 2021 10:41 AM PST

    Megabase: tips on how to get started?

    Posted: 22 Jan 2021 07:54 AM PST

    I have just launched my first rocket (fully vanilla, no mods). This was my second or third playthrough, first one I finished. I have set my next challenge to build a Megabase. How should I get started? I know many of this might be personal to your own experience, but what would it be easier for a first megabase? (Cliffs might drive me mad in my current seed)

    - Should I start a new game or continue the one I finished?

    - Map settings?

    - Should I use mods? LTN?

    - Biters on/off?

    Thanks for taking the time to read

    The factory must grow.

    submitted by /u/Ludovixo
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    A question for the megabase architects/engineers

    Posted: 22 Jan 2021 12:59 AM PST

    What are your map settings?

    submitted by /u/AKSlayer87
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    How to not be bad at planning.

    Posted: 22 Jan 2021 08:24 AM PST

    Hey everyone, I'm a fairly new player. I've got a few hours in. I'm trying to make trains and to automate oil.

    The huge wall I'm hitting is... I'm terrible at laying out my factory. It's like... I'll build a module to produce part A, maybe leave a litte room for expansion and like 20 hours later I'm starved for part A and I have no room to expand so I'd likely have to construct a new module which makes my factory a total mess because I have to route the same type of resource to multiple places because I'm producing part A in multiple points in my factory... Even with using a main bus its still a nightmare.

    What advice could you give me on building a scalable factory?

    submitted by /u/danisimo_1993
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    Why is this chain signal red?

    Posted: 22 Jan 2021 12:42 AM PST

    Pretty much title.

    I get that, on the right lane the path is clearly blocked, but the train could go to the left there is a clear green signal so according everything I know about chain signals, one red plus one green equals blue and open pathway to the left.

    Edit I got the solution. The whole section after the red lamp is technically occupied because they are not separated by a signal. So even the left side was blocked by the train on the right.

    submitted by /u/jnzsblzs
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    Why is posting memes against the rules?

    Posted: 22 Jan 2021 07:34 AM PST

    I just don't get it, can someone (Ideally a mod) explain this to me?

    submitted by /u/Tryoxiss
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    So, Dyson Sphere Program launched yesterday, what are your opinions on it so far? (those of you who have played it of course) How does it compare to our beloved, tried and true baby, Factorio?

    Posted: 21 Jan 2021 04:41 PM PST

    I literally just found out about this game, as I'm sure a lot of other people did, and it looks very intriguing. Those of you who have played the game, what are your opinions on it? Is there anything that truly sets it apart from other factory games, rather than it just being "factorio and satisfactory combined" or "factorio in space"? How does the overall gameplay compare to Factorio?

    submitted by /u/PineappleScanner
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    If you run out of an item and want to make a request, but this already exists, it should be highlighted.

    Posted: 22 Jan 2021 07:20 AM PST

    ...Or the story of how many times i got lost in the logistic menu because i can't find a certain icon.

    An extra could certainly be the ability to sort the inventory tab by type, A-B, quantity etc.

    If needed i can provide a screenshot.

    submitted by /u/Xeonit
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