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    Friday, February 5, 2021

    Factorio Friday Facts #365 - Future plans

    Factorio Friday Facts #365 - Future plans


    Friday Facts #365 - Future plans

    Posted: 05 Feb 2021 01:28 AM PST

    Screenshot of my mega-base.

    Posted: 05 Feb 2021 05:33 AM PST

    Minor inconvenience: Uranium glow is visible through belts at night

    Posted: 04 Feb 2021 05:21 PM PST

    Spaghetti make my tiny lizard brain go brrrrr. After hearing so much talk from my friends acbout factorio I pulled the trigger and erm, clocked 38 hours in 3 days.

    Posted: 04 Feb 2021 07:22 PM PST

    Version 1.1.20

    Posted: 04 Feb 2021 02:22 PM PST

    Changes

    • Added hotkey (default O) to toggle the train overview GUI.

    Bugfixes

    • Fixed that gates would open for spidertron. more
    • Fixed tank weapon cooldown rendering. more
    • Fixed that changing the force of a player or spidertron would lose logistic requests. more
    • Fixed that deleting the last scenario didn't correctly clear name, description and preview in the new game gui. more
    • Fixed that it wasn't possible to manually merge trains in chests. more
    • Fixed a crash when rendering rich text tooltips in some cases. more
    • Fixed the Trains/Train stop GUI showing trains on other surfaces. more
    • Fixed player dying in a scenario inside simulation widget would end currently running scenario. more
    • Fixed that create_entities_from_blueprint_string didn't insert train fuel. more
    • Fixed that building blueprints in the game next to uncharted areas didn't work as expected. more
    • Fixed biters and groups in Wave defense overloading the pathfinder. more
    • Building gets interrupted when moving between map and game view. more
    • Fixed building error message spam when building transport belts over obstacle. more
    • Fixed that undoing deconstruction of building with modules created extra module request. more
    • Fixed inconsistency related to building out of reach and moving. more
    • Fixed that the selected map generator preset was not correctly saved when generating a map for multiplayer or map editor. more
    • Fixed that the map generator GUI would only save it's state when pressing Next/Play. more
    • Fixed that dropping single items into machines using modules didn't clear the module requests. more
    • Fixed that the stations list wasn't sorted using natural sort order. more
    • Fixed the blueprint import with odd odd grid offsets. more
    • Fixed that the game didn't show name of the item in the request slot tooltip when it is disabled for being already set. more
    • Fixed that the undo button tooltip didn't update when clicked. more
    • Fixed bad tooltip indentation when instruction can't fit one line. more
    • Fixed overbuilding underground pipe ghosts with real pipes underground pipes. more
    • Fixed inconsistency in direction selection when being a client in a multiplayer game. more
    • Fixed that overbuilding pole out of reach didn't consider the pole to be part of the drag buliding logic. more
    • Fixed that the "Continue" button wouldn't remember whether the last game was single-player or multi-player when non-blocking saving was enabled. more
    • Fixed rare electric network migration error related to loading save without all the related mods. more

    Scripting

    • Added on_research_reversed.

    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]

    Compact Green Circuits (2700/m) no splitters

    Posted: 05 Feb 2021 12:35 AM PST

    Intersection Collection

    Posted: 05 Feb 2021 07:06 AM PST

    I think several people have found that many of the links on https://forums.factorio.com/viewtopic.php?p=269404#p269404 are dead. I went through and complied the list using the wayback machine and came up with all the blueprint strings. For those of you who are interested I attached the file to the forum thread https://forums.factorio.com/viewtopic.php?p=536375#p536375. Cheers!

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

    hmmm, i have a feeling i maybe could have used a more efficient design

    Posted: 04 Feb 2021 11:33 AM PST

    New Default Settings Worldrecord by AntiElitz - 2:36:17

    Posted: 04 Feb 2021 07:38 PM PST

    Generated a nice peninsula starting map. (string in comments)

    Posted: 04 Feb 2021 07:46 PM PST

    This block design seemed like a good idea at the time, 192 hours into the map im not so sure...

    Posted: 05 Feb 2021 03:33 AM PST

    Another boring mall

    Posted: 05 Feb 2021 02:28 AM PST

    Another boring mall

    I said booooring!

    After hundreds of attempts in the sandbox to make something more convenient than this scheme, I still haven't come up with anything. So I just (hehe) reworked Big-ass Mall (v4). Its not so pretty, but it works (At least should work). I was interested not just in copying, but creating something, soooo "Its not much, but its a honest work"

    Oh god, these crossed wires...

    tl;dr

    Main features:

    • Combinator logic for items
    • Integrated kovarex
    • Integrated storage chests
    • Requester for wood + some crates for it. IDK why
    • Solid fuel for 1-1-1 uranium train (included in blueprint). And you can feed uranium-238 with belt too
    • It will start producing fuel cells only after nucler rockets
    • There is requester chest for fish

    Its not crafting:

    • Any modules (Except some for internal use)
    • Artillery shells
    • Armor
    • Rocket parts (But it can create rocket silo)
    • Science packs
    • Fuel limited to flamethrower and soild for U-238 train

    How to:

    1. Place blueprint (Tier1 or Tier2), upgrade blueprint in book. You dont want to upgrade yellow belts to red belts
    2. Connect inputs. Constant combinators placed accordingly
    • Oil used only for producing of flamethrower fuel
    • Uranium-238 1-1-1 train included. Or you can use belt for it
    • Dont touch iron chests
    • Check numbers of items in combinators if needed
    • Feed U-238\U-235
    1. Turn on PLAY constant combinator
    • Nuclear\spidertron\rocket silo set to off by default

    Like every mall, its not very fast. During testing, I found out that the production of some things (for example drones) should be refactored. Tech debt :D

    https://factorioprints.com/view/-MSlfqVTu-9puXpCoiep

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

    Finally turned on my Science Lab setup and saw this. Found it quite mesmerizing [Krastorio2]

    Posted: 04 Feb 2021 02:21 PM PST

    Got overwhelmed by PY so back to the basics

    Posted: 05 Feb 2021 01:19 AM PST

    Just learned what the term "spaghetti" meant so I'm sharing my mess of my first playthrough, still ongoing, 70 hours in. (I feel asleep with the game open two nights lol)

    Posted: 04 Feb 2021 10:49 PM PST

    Just unlocked Advance Fishing Rod in Space Exploration!

    Posted: 04 Feb 2021 07:41 PM PST

    Compact Blue Circuit Production (Processors)

    Posted: 04 Feb 2021 06:57 PM PST

    This looks so nice...

    Posted: 05 Feb 2021 09:11 AM PST

    Having trouble building over resources

    Posted: 05 Feb 2021 09:06 AM PST

    Plastic anyone? Blueprint in the comments

    Posted: 05 Feb 2021 09:06 AM PST

    A mall [Seablock]

    Posted: 05 Feb 2021 01:28 AM PST

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