Factorio Version 1.1.14 |
- Version 1.1.14
- TIP: always reserve a slot in your inventory for your spidertron, otherwise he might hide behind a tree!
- [Personal Opinion] Factorio is a brilliant example of why the C family of programming languages are so important, even to this day
- Expansion confirmed?
- Decommissioning my first megabase: 5.4k SPM, 16 GW
- 6,000 SPM Fractal Symmetry Reverse Megabase
- All You Need For 21,000 Space Science Per Minute (Vanilla)
- Messing with Factorio's graphics (PNG's files).
- Loving the game so far! Now I just need to figure out what "bus" means :D (I'm only 20 hours in)
- Industrial Revolution 2 - Forestry - I'm loving this mod, got bored at 6kspm megabase and started IR2. I don't understand why inserters don't put wood inside the forestry again. Any ideas?
- There is no spoon in 7h58m. Damn close, but I got it in the first try.
- my Tiny Home adventure! (no landfill, no logbots)
- Somehow i am missing 3 out of the 6 craftable recipies. Did someone else have this? I have all techs unlocked
- I fricking did it
- I found a use for the new combinator ability in 1.1.13: "Signal Prism" dividing one wire with arbitrary signals, into multiple wires with one signal each.
- Is there a mod to add gun and turret flashes for 1.1?
- First time playing, 8 hours in and I'm addicted!
- What do you guys use for your base defense setup? Here's my current one, let me know what you think!
- Dismantling w/ 20k bots
- Does this mean we're mainstream now?
- 'No Path' Even though I'm 100% sure there is a path to the station.
- Small number above items that sums up how many item you have + are currently handcrafted
- Need help with junctions
Posted: 23 Jan 2021 01:06 AM PST Optimizations
Bugfixes
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental. [link] [comments] | ||
Posted: 22 Jan 2021 02:25 PM PST
| ||
Posted: 23 Jan 2021 04:17 AM PST Really just came here to say that! It's a brilliant game, and one of the keys to success (in my personal opinion) is the choice of programming language, being C++. This game is clearly extremely well optimised and it shows that the C family of programming languages, in a world of "bloatware and modern languages" is still an essential part of computer science. Again all my personal opinion! Thanks and enjoy :-) [link] [comments] | ||
Posted: 23 Jan 2021 03:51 AM PST Found this on the Internet. Seems wube is hiring a 3D artist, with job description saying explicitly "expansion". Source and from the Facebook group Cave: this isn't yet on the official website [link] [comments] | ||
Decommissioning my first megabase: 5.4k SPM, 16 GW Posted: 22 Jan 2021 11:40 AM PST
| ||
6,000 SPM Fractal Symmetry Reverse Megabase Posted: 22 Jan 2021 01:33 PM PST | ||
All You Need For 21,000 Space Science Per Minute (Vanilla) Posted: 22 Jan 2021 08:07 PM PST
| ||
Messing with Factorio's graphics (PNG's files). Posted: 23 Jan 2021 06:10 AM PST I haven't really posted before as I don't have anything meaningful/useful to say, but because of what I have been doing recently, I thought maybe *someone* might be interested. This was done initially because my eyesight is not so good, and I have a hard time with contrast and colors in differentiating objects clearly on the map. You can just replace any of the PNG files in the "data" folder that is a PNG with another PNG. Always keep it the exact same X-Y size as otherwise the game can complain, and you can also just make the entire PNG fully transparent so nothing show up. Because this is client side, what you see is different from what other players see if they look at the same spot on the map. I just edited everything with Paint.Net, as Windows Paint did weird things with PNG files. Now, why would you do this?
I have done other things as well, like, replace ALL terrain types (dirt/grass/desert/sand) with a single type, so my terrain is totally uniform and easy to see things on, I have replaced my brick/concrete files with one that shows individual squares clearly, and I have modified the "out-of-map.png" file by putting a single pixel dot in each corner, so that instead of just seeing "solid black" I see a proper "grid" appear where the Void normally is. I am replacing other things as I come across them if I find them visually "cluttery". I appreciate the Devs attention to detail in the graphics, I really do, but when you have vision troubles, "realistic looking" is not always better. Example:
[link] [comments] | ||
Loving the game so far! Now I just need to figure out what "bus" means :D (I'm only 20 hours in) Posted: 22 Jan 2021 11:22 PM PST
| ||
Posted: 23 Jan 2021 04:25 AM PST
| ||
There is no spoon in 7h58m. Damn close, but I got it in the first try. Posted: 23 Jan 2021 06:27 AM PST
| ||
my Tiny Home adventure! (no landfill, no logbots) Posted: 22 Jan 2021 01:26 PM PST
| ||
Posted: 23 Jan 2021 04:42 AM PST
| ||
Posted: 22 Jan 2021 10:09 AM PST I have played this godawful, fantastic, infuriating and beautiful game for 140 hours with many breaks and restarts. Today I launched not only my first ever rocket BUT also my very first satellite. What is wrong with me? Cheers and thanks for reading! [link] [comments] | ||
Posted: 22 Jan 2021 08:35 PM PST | ||
Is there a mod to add gun and turret flashes for 1.1? Posted: 23 Jan 2021 06:40 AM PST I've been playing the experimental update and I noticed that at night when the player or a gun turret shoots, the muzzle flash no longer lights up the ground. I believe this is because the simplistic 'spotlight' style of lighting was replaced with the better light masks mentioned in FFF-363. I always thought the ground flashing while shooting was a really cool effect so I've been missing it. Does anyone know if there is a mod to add that spotlight flashing back for gunfire? [link] [comments] | ||
First time playing, 8 hours in and I'm addicted! Posted: 22 Jan 2021 12:54 PM PST
| ||
What do you guys use for your base defense setup? Here's my current one, let me know what you think! Posted: 22 Jan 2021 10:49 AM PST
| ||
Posted: 23 Jan 2021 04:55 AM PST
| ||
Does this mean we're mainstream now? Posted: 22 Jan 2021 05:01 PM PST | ||
'No Path' Even though I'm 100% sure there is a path to the station. Posted: 23 Jan 2021 07:21 AM PST Hi, I'm sure this is a common thing people screw up, but I've triple checked all of the rail signals, stations, and circuit conditions. My train won't leave its waiting line because it says there is 'No Path'. There is a very obvious rail line that goes straight to the next station, but my train won't take it.I did my best to take a screenshot. The train that is having trouble is the far bottom left. The station it goes to is at the very top of the screen, barely visible (couldn't zoom out more, sorry). All circuit conditions are met, and all signals are green. What is going on? [link] [comments] | ||
Small number above items that sums up how many item you have + are currently handcrafted Posted: 23 Jan 2021 07:14 AM PST
| ||
Posted: 23 Jan 2021 02:31 AM PST
|
You are subscribed to email updates from Factorio. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment