Version 1.1.7 Posted: 07 Jan 2021 01:48 AM PST Changes - Changed wire drawing to always have the same opacity regardless of ghost/electric poles being connected.
- More specific error message when a blueprint cannot be flipped.
- More specific message when copy pasting spidertron with equipment grid.
- Color differentiation for robot overview on the map (yellow = construction, white = logistics, cyan = mobile, green = personal).
- When dragging electric pole, the next pole is built once the max distance was reached instead of when it was exceeded.
Bugfixes - Fixed that blueprints containing offshore pumps couldn't be flipped. more
- Fixed spidertron leg could get permanently stuck when many ghost and entity avoidance requests stack up. more
- Fixed script error in entity transfers tutorial. more
- Fixed objective sound duplication in Tutorial level 01. more
- Renamed interface settings "show tutorial notifications" to "show tips and tricks notifications".
- Fixed fast rebuilding pump to change direction. more
- Fixed that it wasn't possible to build train stop next to ghost rails. more
- Fixed uses of Enter as the confirm key. more
- Fixed that power pole dragging did not power all ghosts. more
- Fixed crash related to radar status. more
- Fixed that script was able to place overlapping rails when they were of different type. more
- Fixed that spidertron didn't move leg preventing ghost curved rail to be built in some cases.
- Fixed that E to confirm didn't work on the connection error notice boxes.
- Fixed ghost fast replace of pipe to ground.
- Fixed that rail ghost was considered as colliding with rail to be deconstructed. more
- Fixed inserter's custom vector flip behavior in blueprints. more
- Fixed that power poles didn't keep their connection configuration when they died.
- Fixed inserter status related to placing items into full chest in some cases. more
- Fixed a crash when installing mods due to the background simulation. more
- Fixed copying spidertron logistic filters didn't work correctly with empty filters. more
- Fixed trains limit could be violated when pasting settings onto train stop when it changes station name. more
- Fixed desync when changing value of LuaEntity::tree_stage_index. more
- Fixed that building constant combinator over ghost with different direction would not keep settings. more
- Fixed a crash related to modding rail signal wires. more
- Fixed that burner rocket silos didn't work correctly. more
- Fixed that the lab GUI would show incorrect research level if multiple levels were queued. more
- Fixed that the max-players settings didn't persist correctly between hosting games. more
- Fixed a crash when exiting the game while some notice boxes are visible. more
- Fixed blueprint chart rendering of rotated blueprints wasn't correct in some cases. more
- Fixed using script rendering animations in simulations would crash the game. more
- Fixed fast electric pole dragging logic with obstacles in the way. more
- Widened campaign level selection list box, so all of our level names can fit. more
- Fixed blueprint setup window left part being cut a little when there are so many components that they need a scroll bar. more
- Fixed that tips & tricks notification window was visible also when playing tutorial.
- Fixed tips & tricks notice not being cleared when the tip was finished by playing tutorial before marking as read. more
- Fixed that changing parent style of a gui element didn't clear the internal style values and didn't resize it until the game was reloaded. more
Scripting - Setting a tooltip on a 'slider' custom gui element will set the tooltip to both the body and the notch. more
- Added override_sound_type to LuaPlayer::play_sound, LuaSurface::play_sound, LuaGameScript::play_sound, and LuaForce::play_sound. more
- Added "item" to LuaSurface::create_entity. more
- Added create_build_effect_smoke to LuaEntity::clone(), LuaSurface::clone_area(), ::clone_brush(), and ::clone_entities().
- Added LuaRecipePrototype::allow_inserter_overload read.
- Added defines.train_state.destination_full.
- Added LuaEntity::torso_orientation read/write.
- Added LuaGameScript::font_prototypes read.
- Added LuaFontPrototype.
- Added LuaItemStack::create_grid().
Modding - Added RecipePrototype::allow_inserter_overload bool (true by default). When true, it increases the ingredient overload of the recipe by 4 times the current stack inserter stack size.
- Added dynamic_recipe_overload_factor, minimum_recipe_overload_multiplier and maximum_recipe_overload_multiplier to utility constants.
- Added train_auto_without_schedule_penalty to the train pathfinder utility constants.
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 [link] [comments] |
Buffered sushi science Posted: 06 Jan 2021 05:31 PM PST |
I Missed The Old Laser Turret Design So I 3d Printed it, Wired It Up, And My Wife Painted It! I Love It! Posted: 07 Jan 2021 07:20 AM PST |
Construction bots on offense Posted: 07 Jan 2021 12:11 AM PST |
Are we the bad guy? Posted: 07 Jan 2021 06:42 AM PST We come to someone else's planet, pollute their atmosphere and then kill them when they try to stop us. Also, is this game a prequel to Starship Troopers? submitted by /u/RedditivelyAnonymous [link] [comments] |
Y'all we really need this xD Posted: 06 Jan 2021 08:31 PM PST I got like 1k hours in at this point, yes the factory must grow but you know these other games which have a reminder system that tells people "bruh you've been playing for the past 5 hours. Take a break"? We REALLY need that. I just missed a damn interview :| Anyway, post done. Back to finishing that yellow science outpost byeee submitted by /u/JHBHT [link] [comments] |
A note from someone who just got the game. Posted: 06 Jan 2021 08:21 AM PST This game really should come with some sort of warning, I got it like 10 hours ago and have 9.5 hours playing. That's just not healthy. Its so addictive, I have no idea why!? I have shit I gotta do IRL! But I'm much more interested in getting oil set up. Anyway I won't be responding to any comments. Gotta make my factory bigger. submitted by /u/dan_sooo [link] [comments] |
Useful production tree Posted: 07 Jan 2021 05:53 AM PST I drawed the production tree for optimization: Factio-Production-Tree Originally I made it for 0.17 and pinned it to the wall in my bureau. I still use it because the recipes are the same. IF you have suggestions or find errors please reoprt. I´ll fix it. submitted by /u/the-true-logistican [link] [comments] |
Factorio Racer : Day 1 - Bezier Construction Curves Posted: 07 Jan 2021 04:26 AM PST | So, Here is my adorable hobbie. Look at this perfect I wanna create my race track and i would like to have smooth and lovely bezier curves for walls. But, has you can notice, handrawing these are really tricky and timewaste. To prevent this, I use Photoshop or https://donatstudios.com/PixelCircleGenerator to generate a smooth curve in a png file, convert it with https://github.com/Gachl/FactorioImager.Yes, my life is so exiting ! Anybody knows a mod that give you those kind of tools in factorio ? Other Stuffs : - My cousin and a friend working on digital chronometers
- i've found "Pressure Plate" which can be a solution for endline.
PS : Sorry for my bad English, it's not my native language. submitted by /u/bistule [link] [comments] | |
2-3 Balancers - Space constraints are weird Posted: 06 Jan 2021 01:50 PM PST |
A Playlist i made for playing factorio... maybe you'll like it :) Posted: 06 Jan 2021 08:44 PM PST |
Tryna fill lakes be like: Posted: 06 Jan 2021 02:58 PM PST |
ROCKET LAUNCH! Circle-based train factorio, an update Posted: 06 Jan 2021 09:29 AM PST | https://reddit.com/link/krskob/video/9sl82o6o1r961/player So I made it to rocket launch with my circle design! I'm at around 100 SPM and I haven't had a single train traffic jam yet in spite of the fact that I have around 30 trains on my bidirectional train tracks. It runs really smoothly actually. The trains tend to drive on the right side of the tracks, which might be a helpful but actually unintended consequence of having entries and exits in the same places in most of the productions cells. It's been fun a constraint that I have had to adapt everything to the circle design. My next project is to expand my iron and copper production (which are placed outside the circle grid) so that a multitude of the single wagon trains can be loaded at the same time. And then after that to seriously level up production of green, red and blue circuits, since the throughput is rather irregular right now. I hope some of you will appreciate this alternative design as much as I do! My first post: https://www.reddit.com/r/factorio/comments/kplsnw/circlebased_train_base/?utm_medium=android_app&utm_source=share First rocket launch submitted by /u/harsbo [link] [comments] | |
My first victory and mess of a base Posted: 07 Jan 2021 03:27 AM PST | So I finally launched my first rocket after alot of fiddling around. I didn't really have a plan. I basically just researched everything to see how it worked. Plonked down a nuclear reactor, slapped together an oil processing area and such. Copied a few blue prints, made some of my own etc. Also I ended tearing up large chunks of it twice since I cramped it all together. I didn't really implement logistics or curcuit networks since I don't fully understand them yet. The result is this undisciplined mash up of a base. Barely functional but it was fun to build. Now I'm not sure if I should expand further or just start over and try to be more focused. Think this could be salvaged in any way? https://preview.redd.it/j2ayniexaw961.jpg?width=1189&format=pjpg&auto=webp&s=74be66a29a0450107694c321136786983f0f10ab submitted by /u/pretorian_stalker [link] [comments] | |
The factory must grow! Posted: 06 Jan 2021 09:01 PM PST |
Nuclear Power: Fait Accompli! Posted: 06 Jan 2021 07:36 PM PST | And the Priestesses said: "It is done." And it was done. And the Choir sang: "Rejoice!" And the Clerics said: "It is good." And the Cardinals mumbled their holy prayers, for there was light. And the Elders cried out in their Rectory and began to recite the Holy Word. And the Priests nodded while the Monks knelt and wept, for it was good, and it was right, and it was NUCLEAR POWER! SUCCESS! submitted by /u/Gaming_Daemon [link] [comments] | |
Pyanodon Powe Posted: 07 Jan 2021 07:20 AM PST What is the best method to generate power for pyanodons mods? I'm past green science and the only effective means seems to be raw coal to combustion mixture chain. Is it worthwhile to make combustion mixture from heavy oil? Or convert heavy to light and make it? Just too lazy to do the conversions haha. I tried using moondrop methane and biomass but that didn't produce nearly enough methane submitted by /u/fartstrodamus [link] [comments] |
I Can't find some LTN items Posted: 07 Jan 2021 07:12 AM PST Hey. Its my first time with mods, I Downloaded "LogisticTrainNetwork 1.14.6" mod, and i can't find any items of that mod, doI have to enable somehow, or there is something else i can do so I could see the items submitted by /u/juvyr [link] [comments] |
Industrial Revolution 2 + Krastorio how to install? Posted: 07 Jan 2021 07:08 AM PST Hello everyone, after finishing Krastorio I would like to stark with Industrial Revolution and Krastorio, but I can not find Industrial Revolution in the Download section, how do I install it? submitted by /u/Eilon93 [link] [comments] |
Disable Destination Full Message Posted: 07 Jan 2021 07:07 AM PST Hello everybody. Is there a way to disable the Destination Full message? I've searched all over but can't seem to find anything. It's not a huge deal but would be nice to have in the interface options to disable or possibly a mod for to do that. Perhaps an option to replace the scrolling text would be to put that info in the info panel for the train? submitted by /u/horvenbeestinger [link] [comments] |
When you are comittet to only using 1 requester and supplier chest per Production block block Posted: 06 Jan 2021 09:13 PM PST |
How is my tileable blue circuit design? Was the first time I specifically set out to make a design tileable. Posted: 06 Jan 2021 05:08 PM PST |
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