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    Saturday, January 23, 2021

    Factorio Version 1.1.14

    Factorio Version 1.1.14


    Version 1.1.14

    Posted: 23 Jan 2021 01:06 AM PST

    Optimizations

    • Improved save-game speed by up to 2x depending on the save file size.

    Bugfixes

    • Fixed that ghost reversion orders prevented manual reversion. more
    • Fixed application of the forced ghost mode that removes trees/rocks/cliffs in the way when ghost building. more
    • Fixed that undo didn't work for upgrade order created by ghost overbuilding.
    • Fixed extra collision message for ghost drag-building belts. more
    • Fixed crash related to rolling stock drag building. more
    • Fixed not loadable saves related to invalid blueprint settings when entities are migrated in a certain way. more
    • Added missing tips and trick entries related to fast belt bending and belt traversing.
    • Fixed a crash related to building rail in a specific situation. more
    • Fixed underground belt collision check with underground belt ghost. more

    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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    TIP: always reserve a slot in your inventory for your spidertron, otherwise he might hide behind a tree!

    Posted: 22 Jan 2021 02:25 PM PST

    [Personal Opinion] Factorio is a brilliant example of why the C family of programming languages are so important, even to this day

    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 :-)

    submitted by /u/Zatie12
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    Expansion confirmed?

    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

    submitted by /u/Rufus_the_demon_Core
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    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

    All You Need For 21,000 Space Science Per Minute (Vanilla)

    Here is my base that launches 22 rockets per minute.

    I've added some labels to show how much each block produces.

    As you can see it is symmetrical, mainly because the belts would be too long if all the rocket groups were in 12 rows of 2. (UPS issues) Also it let me fold the long production branches up for neatness. The premise is that the base can only take Plates, Plastic, and Rocket Fuel from train deliveries. There is an ENORMOUS smelter base and another, slightly less, GIGANTIC refinery base to support this thing and all the rest of the science packs.

    24 belts of Green Circuits are produced in between the inbound and outbound rails.

    As you can see I'm building in creative mode. Mainly for time...bots just take too long at this scale. Building the greens in this otherwise dead space between stations saves us a lot of room vertically. This build services the Red Circuit build below. It is 32 rows deep but only needs 24 belts worth of Copper Plates and 24 belts worth of Plastic. One of the few areas I had to use a balancer. Using (4) 6 to 8 balancer saves 12 splitters over the 32 but that didn't look right.

    2 Coil makers can supply 12 Red assemblers from the left, and 1 belt of plastic from the right can supply 12 assemblers as well. 1 belt of Greens gets about 8 rows deep.

    This Red Circuit build over-produces a little, but the number of belts needed works out well with my train lengths. So we can load up any extras on a train to ship to a "make everything" mall. It also happens to be just enough for Yellow and Blue Science packs as well. (as in I need ANOTHER 2 of these for those packs) Keep in mind this is only half of it...we're just looking at the left side here in this post, the right side of the base is a mirror image.

    Its a lot. You can see the whole block in the mini-map just barely. I think belt routing through 12 beacon setups is a fun little mini-game. This one isn't so bad though since we have to use max spacing.

    Blue Circuits eat up 36 belts of Green Circuits, delivered from 2 Green Circuit production train stops below. The Sulfuric Acid comes from a train delivery in the center of the base. A 12 wagon train can supply both Blue Circuit builds as well as both Battery builds for Accumulators.

    Yeah I'm using a 6-9 balancer for Reds. The thingies on the output side siphon off a little bit for Satellite production and flip the circuits to the bottom side of the belt.

    The Speed Module 1 build wound up being 12 rows deep as well. We flipped the blue circuits to the bottom so the Speed1's can go on the top of the same belt. It also uses the remaining 12 belts from our (2) 24 belt Green Circuits builds below. (nice)

    Speed1 & Blue Circuits going up to RCU Production blocks.

    These 12 mixed belts feed 360 machines making Rocket Control Units non-stop. 3 blocks feed 12 Silos in groups of 4. That's Low Density Structures on the left side, but you probably guessed that from the 48 belts of Copper plates required. Oh look there go some rockets now...

    Rockets fire off 4 at a time. It is controlled by a simple timer circuit that lets me fine tune the time in between launches to hit the sweet spot. (oh yeah)

    You can see that 12 belts of Rocket Fuel is delivered from above. As each belt of fuel is pared off per pair of Silos, it is replaced by a belt of Science packs. I thought it was neat to keep decent width in between. Its the little things that add compactness. You can see how the belts split off and merge better in the screen shot below. We don't need 8 belts of output, since this half only makes 4 belts of Space Science. However it's not a continuous feed, rather in bursts of up to 12,000 so we need the extra bandwidth.

    Weeeeeeeeeeeeee

    Here we can see how saturated the output belts can be but we never lose any packs by a Silo not being able to output its load fast enough.

    The Satellite production is a complete spaghetti bodge right now. I plan on making it a nice art piece in the empty space to the right of the Space Science output belts. That'll be a rainy day project after I do the place up with concrete.

    lol. it works.

    The Solar Panel and Accumulator build is quite nice though. Works with Copper and Iron plates from below and the tiny excess of steel coming down from all the LDS builds. It also lines up perfectly. (double nice) the Acid for Batteries is passed all the way over here from that one central station, no pumps needed.

    We pass all that Copper and Iron up through the Battery build to make a bit of Greens for Solar Panels. Also, a fresh batch of Science has been made!

    This is an interesting build. 8 Belts of Copper and 8 Belts of Iron just pass through. 4 belts of each are combined to feed the Battery machines with just enough Iron left over to feed the Accumulator machines above them as well. Above that the pass through belts make enough Greens to feed the Solar Panel machines stacked on top. We siphon off a bit of Copper from the Greens as well for that, plenty left over. All in nice neat columns. Here we also split off a little extra Greens and Iron to make Radars.

    https://preview.redd.it/oxqj74t310d61.png?width=3840&format=png&auto=webp&s=07c238416949f32eff58e97d5c20773c321d890f

    Some braiding here for Solar Panels. We need a small amount of Steel per column. Does not affect LDS production above.

    I have the Greens on the left side of Solar Panels so I can feed the machines with 2 inserters. The right side is braided with a wee bit of copper from below and the bit of Steel from above. See what I mean about a fun little puzzle minigame with belt routing?

    A fresh delivery of milk.

    Don't ask me how or why that belt configuration works for loading. Black Magic. It can drain a full belt, evenly. And don't worry, I limited the chests!

    Now I just need to connect it to the rest....

    And make it nicey nice with concrete like the Smelter.

    https://preview.redd.it/j8eas3d830d61.png?width=3840&format=png&auto=webp&s=ec1bcda3f52ddcab46b26dfa59224e6204efa450

    I call it the Linear Compensator.

    Anyways, hope you like it. After making an 18K SPM Complete base with Factorio Extended Plus. I figured I can do better with Vanilla. Quite a number of UPS saving techniques are used, especially with train loading and unloading, without using splitters. I may have to look into "clocking" inserters for some builds, but we'll just have to see how the thing runs at full steam. I know this runs at 60ups right now, even on my old laptop, so that's a good sign.

    Purple Science is next for completion, that's about half way done. Red and Green science pack production are laughably tiny in comparison. Maybe each as large as the Speed1 build here. Blue and Yellow will be built side by side since they share a lot of common ingredients.

    And that's it. Simple.

    Oh, the electricity is neat and tidy as well. You're Welcome.

    submitted by /u/Majere119
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    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 blanked out (clear transparent PNG) ALL the "hr-tree-XX-*-stump" PNG's in "data/base/graphics/entity/tree/ folders 01-09 so that when I cut a tree down, no stump is left on the ground. I get clear ground, others see stumps everywhere. Less visual clutter for me.
    • I have blanked out all the "*-die-XX-*" PNG's in "data/base/graphics/entity/(worm/biter/spawner/spitter)" so that when I kill something, no corpse of any type is left behind, which again, less clutter then 200 Biter corpses slowly vanishing over the nest 15 minutes.

    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:

    submitted by /u/Taurondir
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    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

    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?

    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

    Somehow i am missing 3 out of the 6 craftable recipies. Did someone else have this? I have all techs unlocked

    Posted: 23 Jan 2021 04:42 AM PST

    I fricking did it

    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.
    As I watched as the rocket soared, tears pooling at the corners of my eyes, I looked back at the time I have spent pulling my hair to get to this point and I thought to myself: "That was fun. I think I will do it again".

    What is wrong with me?

    Cheers and thanks for reading!

    submitted by /u/Vattenhjul
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    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.

    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?

    submitted by /u/DigUpStupid
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    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

    Dismantling w/ 20k bots

    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?

    submitted by /u/suspicious_gardener
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    Small number above items that sums up how many item you have + are currently handcrafted

    Posted: 23 Jan 2021 07:14 AM PST

    Small number above items that sums up how many item you have + are currently handcrafted

    Something like that. I run into this "issue" almost every new early game and even sometimes late game. Its just annoying when you want to craft an exact amout but you dont gather the materials all at ones so you have to craft multiple time and so on so it would just be very handy.

    https://preview.redd.it/56l2eiatm3d61.png?width=244&format=png&auto=webp&s=5b54f07caeb616914849f7169788b3be0178d1b7

    submitted by /u/DaveMillton
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    Need help with junctions

    Posted: 23 Jan 2021 02:31 AM PST

    Need help with junctions

    In this picture if two trains are outgoing from different rails(sulpher train is incoming). How do i make the train move just after the second trains goes first instead of waiting till the second train reach the next block. can we do this by still making the train wait if there is an incoming train.

    TL;DR : how to make a train move just behind a second train if they are both traveling in the same direction but wait if a train is traveling in the opposite direction.

    https://imgur.com/a/Argx6Jl

    Here is a picture of my rail line

    https://preview.redd.it/kbuiwy7572d61.jpg?width=1378&format=pjpg&auto=webp&s=5a44147e84cf4263c841737200b588bf1e340ac0

    submitted by /u/Taemalsoknownastime
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