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    Tuesday, July 13, 2021

    Factorio Who needs walls and turrets? I built a 1,400 locomotive only, 186 mile per hour, unstoppable defense train that circles my megabase and grinds attacking biters to death.

    Factorio Who needs walls and turrets? I built a 1,400 locomotive only, 186 mile per hour, unstoppable defense train that circles my megabase and grinds attacking biters to death.


    Who needs walls and turrets? I built a 1,400 locomotive only, 186 mile per hour, unstoppable defense train that circles my megabase and grinds attacking biters to death.

    Posted: 12 Jul 2021 11:35 PM PDT

    Excuse me what?

    Posted: 12 Jul 2021 06:34 PM PDT

    What the heck are these things from Factorio's banner picture on Steam?

    Posted: 13 Jul 2021 01:26 AM PDT

    Probably the dumbest roudabout i've ever built

    Posted: 13 Jul 2021 02:12 AM PDT

    Insane Ribbon World 9 Tiles Challenge: My 7 tiles high mall (Work in Progress)

    Posted: 12 Jul 2021 08:40 PM PDT

    Version 1.1.36

    Posted: 13 Jul 2021 08:33 AM PDT

    Bugfixes

    • Fixed belt drag building on the edge of building reach. more
    • Fixed that canceling upgrade of underground belt didn't make the corresponding operation with the (potentially) connected belt on the other side.
    • Fixed making blueprint from underground belt with direction upgrade order.
    • Fixed technology icons of flamethrower and rocketry. more
    • Fixed hang when deleting blueprint/deconstruction/upgrade planner or blueprint book held by an inserter. more
    • Fixed hang when trying to delete blueprint/deconstruction/upgrade planner or blueprint book that was moved to different inventory in the meantime. more
    • Fixed pressing delete key in save/load game menus multiple times would pop-up confirmation dialog multiple times. more
    • Fixed that the close map generator preview button icon was too large. more
    • Fixed that the show/close map generator preview button didn't loose hover after the preview was shown.
    • Fixed that Cut and copy paste tools select trains in the standard selection mode, even when trains are ignored in this mode. more
    • Fixed crash related to wrong identification of non-default values in the mod settings gui. more
    • Fixed that linked custom inputs didn't work for some game controls. more
    • Fixed that the train fuel tab didn't work right for clients in multiplayer. more
    • Fixed a crash when using the prototype explorer GUI after just changing mods. more
    • Fixed rare corner case related to removal of mods and entities in more than 1 electric network. more
    • Fixed item product overload logic when using variable output items. more
    • Fixed crash when starting game without base mod and with --disable-prototype-history. more
    • Fixed a crash when using set_stack in blueprint books. more
    • Fixed a crash when cloning script-disabled beacons. more
    • Fixed a crash when using repeat_count with frame_sequence in animation definition. more
    • Fixed a crash when trying to build a rolling stock between other rolling stocks from a single train. more
    • Fixed ghost entities had reflections on water.
    • Fixed a desync related to processing on_gui_opened event of opening blueprint records in multiplayer games.
    • Fixed a crash when trying to pick a fluid wagon with fluid in clone tool. more
    • Fixed that copying assembling machine recipes didn't update fluidbox temperature filters in some cases. more
    • Fixed that robots could sometimes leave roboports very slowly if they were called to work in the middle of descending into a roboport. more
    • Fixed trains GUI status button tooltip not updating. more
    • Fixed LuaPlayer::build_from_cursor would flip direction when every other building underground belts/pipes. more
    • Fixed Train GUI wait condition bars display with 0 slot cargo wagons. more
    • Fixed in-game EULA showing HTML character sequences. more

    Scripting

    • Fixed clearing LuaCustomChartTag.icon by writing nil or empty SignalID.
    • Added LuaPlayer::start_selection and clear_selection.
    • Added freeplay remote interface methods for adjusting the crashsite.

    Modding

    • Added overlay layer to the tree variation definitions. more
    • Fixed parameter substitution when used with standard parameter more
    • Removed unused equipment prototype property "ability_icon".
    • Added select_group_row_count, select_slot_row_count, inventory_width, module_inventory_width, tooltip_monitor_edge_border, normalised_achievement_icon_size, tutorial_notice_icon_size and flying_text_ttl to 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]

    I just discovered that you can chain turrets and inserters

    Posted: 12 Jul 2021 01:48 PM PDT

    Our early game research area - made with my 10 year old nephew! He made the green chips and the gray science factories!

    Posted: 12 Jul 2021 05:05 PM PDT

    A few days ago I made a post about my wacky train system (The Staredown), now I finally finished upgrading it!

    Posted: 13 Jul 2021 08:38 AM PDT

    A grid popped up and the game paused, how do i get rid of it?

    Posted: 13 Jul 2021 07:50 AM PDT

    Biter tips?

    Posted: 12 Jul 2021 08:42 PM PDT

    Just started playing this yesterday, and I'm already addicted. I've worked my way up to steam power, but I wanted to know if anybody had any tips for dealing with biters when they come. I haven't been attacked by biters yet and I'm super stressed waiting for the attack to come

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

    Bobs + angel's question

    Posted: 13 Jul 2021 08:32 AM PDT

    Is it better to turn coal in to carbon and burn it in boilers or crack it in to coke and liquids and burn that in a liquid boiler?

    The cracking option also makes sulphur plentiful. So I'm leaning that way.

    submitted by /u/axloo7
    [link] [comments]

    Wube hosts the mods. Why don't they do the same for Blueprints?

    Posted: 12 Jul 2021 11:42 PM PDT

    Factorio experience on a resume

    Posted: 13 Jul 2021 01:20 AM PDT

    How can I put the hours I have spent in Factorio onto a resume for an interview?

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

    So, don't know if something similar has been posted before. It's basically a thingie that blaances the imput, not output, of 1 belt.

    Posted: 13 Jul 2021 06:46 AM PDT

    So, don't know if something similar has been posted before. It's basically a thingie that blaances the imput, not output, of 1 belt.

    Hey! First time post! So, here's the thingie.

    https://preview.redd.it/2lq1h4gshza71.png?width=664&format=png&auto=webp&s=fb8f8e3dde37f180ede7a17d7e6464dd26d495f6

    What this basically does is that, no matter which belt on the output is being more taken from, the input will always be balanced. This means that even if you put all your assemblers on one side of the belt, your main bus will not get unbalanced, and just have a long string of unused steel on one side and an empty half belt on the other side.

    Although it looks like it could get fed 2 belts, due to how it's built, it optimally can only get fed 1 belt, although you can have it output to 2 belts, if needed.

    The code for it is here:

    0eNqlmN1u4jAUhN/F16GK/2Inr1KtKmi9q0gQosRdFaG8+waQlqo47XhyCYT57OMZn9hnsdu/h35ouyias2hfj90omuezGNs/3XZ/+S6e+iAa0cZwEIXotofLp9/bMW7isO3G/jjEzS7so5gK0XZv4UM0cvpViNDFNrbhJnf9cHrp3g+7MMwPfCtUiP44zv89dhf+rFcZ92QLcRLNRqsnO4Pe2iG83p5QU/Ggr3L1qzx9natf5+mbXH2fp28z9W25rG8S+lWuvlzWrxL6jl/fmTQlFD2vWKYVa97jJVIDWfIAiZhESt6F2AwUD5CIDeWKnEpoBoYHLNhGWj47JbSsK8KJVd3xu0sJATwPwJz/Jbtjv29jnH9JSKv72IG+VMLC97QqDwhL2ojKQx1V8YA67XSl8WL4uxgwVkM7/DrWnwF8/wQBFQ/wC9XOTqXOdIjnATUSe5WRSpMTHp3dSe1/eQe9Lkr67QIErEgnBuA7qaqQxdWG2QwcMHK+nz6OPAlYkVUMwPfTx8VN1n5FcjH31DygSm9npiRatKqAo9eKrBqk2oY/nCoLATR9MHgEpN56jeEBBjr+WvpgAM6g4gFmwZCO3yENNGbPAzDf1PxOaaFbh5IHLFTdSn5vtAuSipeE3G1X5FNDAMPvMBjA8lbEACvyiQEcb0WNpNXyZ9Qr4HKDer1ybT7d0BbibxjG26S8NK5WTtdOOqmn6R/xCRUf

    Lemme know what you think!

    submitted by /u/Manuelm4n
    [link] [comments]

    How to revert this command?

    Posted: 13 Jul 2021 02:00 AM PDT

    I used this command:

    /c local surface=game.player.surface

    for key, entity in pairs(surface.find_entities_filtered({force="enemy"})) do

    entity.destroy() 

    end

    Which kills all biters near me, and all biter bases I come close to, was wondering how I can revert this change

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

    My Kovarex set up that feeds both of my fuel's productions (and only has a small build-up of 235)

    Posted: 12 Jul 2021 04:54 PM PDT

    I just realized that I made an "unbalancer", description in the comments.

    Posted: 12 Jul 2021 12:21 PM PDT

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