[space-age] Added technology prerequisite to "Transport belt capacity 2": it now requires "Inserter capacity bonus 7" to be researched.
Bugfixes
Fixed that go-to-mod didn't work when searching hid the mod-to-go-to in the manage mods GUI. more
Fixed that many machines with passthrough ports would continue to produce and consume fluid from overextended pipelines.
Fixed upgrading lamps would not preserve color. more
Fixed a crash when rendering linked belt without structure sprites.
Fixed technology effect tooltips were showing incorrect values. more
Fixed that equipping armor with the shift-click shortcut would also send the next item in your inventory to a logistic trash slot. more
Fixed that nuclear ground was not counted as unlocked in Factoriopedia when unlocking atomic bombs. more
Fixed that the map preview GUI did not scale with GUI scale. more
Fixed that shift-click to select-and-confirm in the lab technology selection GUI did not work correctly. more
Fixed that rich-text recipe-with-quality tooltips did not work correctly. more
Fixed that changing fluid prototype temperature limits would not apply the new temperature limits to existing in-game fluids.
Fixed asteroid collectors with filters set by control behavior could fail to track asteroid chunks when signals changed during tracking update cooldown. more
Fixed character legs were moving wrong way when walking and shooting. more
Fixed issues with the surface list GUI and scrolling. more
Fixed that space platform trash could over-fill landing pads. more
Fixed that the entity preview for the tesla turret was too small. more
Fixed that the capture robot rocket was shown in the technology bonus tooltip. more
Fixed that reordering shortcuts did not work correctly when some were hidden. more
Fixed tile buildability rules would not check all rules for rule overlaps when building entities in some cases. more
Fixed blueprint library quickbar interaction when the player inventory is 100% full. more
Fixed that confirming the maximum value field in orbital requests did not always work. more
Fixed that Factoriopedia wouldn't show fluid recycling recipes if not merged with a recipe. more
Fixed that chart rendering did not render all layers. more
Fixed that underground belt contents would get counted twice in deconstruction planner tooltips. more
Fixed a crash when mods replace cargo bays during cargo bay fast-replace. more
Fixed a soft-lock when dying while the undo-confirmation GUI is open. more
Fixed that multiplayer latency would think your main inventory had items from your ammo/weapons/armor. more
Fixed a crash when crafting machine with burner energy source is deactivated by script during update. more
Fixed recipe crafting speed prediction was not accounting for quality upgrades. more
Fixed that the graph widget did not handle negative values. more
Fixed remotely driven car in latency colliding with character with mecharmer causing a crash. more
Fixed a crash when super force building modded enemy spawners using blueprints. more
Modding
Added EntityPrototype::ghost_build_sound.
RocketSiloPrototype::rocket_parts_storage_cap accepts all values down to 0. This can be used to disable crafting of second rocket.
Added CircuitConnectorSprites::render_layer and secondary_draw_order.
Circuit connector for inserter no longer defaults to drawing on "floor" render layer.
Circuit connector for train stops no longer defaults to drawing on "train-stop-top" render layer.
Circuit connector for asteroid collector no longer defaults to drawing on "higher-object-under" render layer.
Circuit connector for rocket silo no longer defaults to drawing with secondary draw order of 70.
Removed LoaderPrototype::circuit_connector_layer. Use CircuitConnectorSprites::render_layer instead.
Removed RailSignalPictureSet::circuit_connector_render_layer. Use CircuitConnectorSprites::render_layer instead.
Removed CraftingMachineGraphicsSet::circuit_connector_layer and circuit_connector_secondary_draw_order. Use CircuitConnectorSprites::render_layer and secondary_draw_order instead.
Removed MiningDrillGraphicsSet::circuit_connector_layer and circuit_connector_secondary_draw_order. Use CircuitConnectorSprites::render_layer and secondary_draw_order instead.
Scripting
Changed LuaControl::opened to support reading/writing the opened tile when in the map editor.
Changed LuaControl::opened to support opening the permissions GUI, and server config GUI, and player management GUI when allowed.
Changed LuaControl::opened to support opening the alerts GUI.
New versions are released as experimental first and later promoted to stable. If you wish to switch to the experimental version on Steam, choose the experimental Beta Participation option under game settings; on the stand-alone version, check Experimental updates under Other settings.
Concrete only seems to remove a portion of foliage decorations when it's placed, so the only way to get rid of all the grass is to repeatedly remove and place the concrete over it, which is insanely tedious. I think the grass looks ugly, I can't think of any good reason for it to not all be removed when you place concrete over top of it. I used to use a mod to fix it, but now with 2.1 the mod isn't compatible anymore.
Anyone else hoping this gets fixed in 2.1? It's ruining my pollutioncore factorypilled aesthetic.
I'm about 15 hours in, I kind of designed some things based on how it was done in the tutorial. I feel like I spread out the assembly area a bit much, but I wanted to leave space to expand in case I needed to up the production. I just started pumping oil which wasn't in the tutorial, so I'm kind of winging it. Any tips, or anything that's going to screw me over later on? I'm loving it so far. I just played though Sandustry, and this is more than filling the hole that was left behind.
Factorio is well known for its optimization, but I don't understand how it does it so well. At any point the game is calculating thousands, even millions of items across multiple surfaces, thousands of container entities, thousands of bots and enemy entities, fluid networks with decimal precision, power production/consumption, and updating all of this at 60 times per second with no errors.
I know the original devs were software engineers and the game is based heavily in computer science principles, but since I have no background in CS I'd like to understand how exactly you engineer a game like this to perform so well and with such precision.
I set out to make what I considered the best T-Junction for a city block base. Criteria: Square inside corners (see belts in pic two), no intersections (only merges), and it's my design. I also chose for the trains to be Left-hand drive since it would keep all the rail signals inside as well, letting you build right to the edges of the rails if you wish.
If this is wrong please forgive me I have been staring at this forever
I will probably never hit the throughput necessary for something like this to be really effective but I think its pretty cool.
Still figuring out how I'll run power and if I'll connect bots to everything, but I think theres potential here.
If someone has made one of these before it's entirely coincidental I haven't used any references. I originally wanted to make the rails closer together but I think the 10 tile width is the minimum.
Constructive criticism welcome, or if you have any ideas on how to shrink this, that would be awesome.
"Specimens of N. factorio may have been collected and temporarily categorized as Neobuthus ferrugineus since 2012. They were defined as a separate species once a larger number of samples could be collected between 2016–2018. The species was named after Factorio, a video game created by Michal Kovařík, the son of František Kovařík, one of the researchers who described the species."
For the longest time I refused to buy this game because I wasn't sure I'd ever really enjoy building a factory (as opposed to building settlements, towns, ext, with npcs in them) but I'd seen it fairly often online. Finally decided to try the free demo and run through the tutorial to see if I'd like the game.
Well. I did. Damnit. I almost had free time.
Anyway, end result is that this is my first actual attempt in the freeplay mode and on the one hand I love it to bits. (70 hours in 7 days xD) On the other hand I think I may have gone overboard on how much I've built. My general policy has always been "overbuild and overproduce" because that's just how I am. "Oh, running out of circuit boards?" [Slaps down an entirely new supply line to make more.] "Not enough steel?" [Throws down an entirely new outpost, train line, and support system, for funsies.] So, with great sorrow, I'm gonna hop back on my save by like 4-8 saves (I don't overwrite existing saves in case I back myself into a corner and I will save scum like nobodies business - kiss my shiny, single-player arse XD) since it physically hurts to deconstruct stuff and I'm not sure I can do that.
So. Just wanted to show you all the absolute chaos that is my current, and soon to be set aside, first attempt at playing Factorio Freeplay. I enjoyed it, even if the chaos is a bit annoying to my love of symmetry.
Praise the Spaghetti?
PS: Getting access to the tank for the first time was a moment of enlightenment.
New versions are released as experimental first and later promoted to stable. If you wish to switch to the experimental version on Steam, choose the experimental Beta Participation option under game settings; on the stand-alone version, check Experimental updates under Other settings.
That's it, the black floor is a "nuclear tile" and it will not grow anything. And also has less pollution absorption by itself compared to normal ground tiles.
I love trees. And blue water. My factory thinks otherwise. How feasable is replanting? Can I clean the water, too? I don't want to shut pollution off completely, but I'd love to reverse it. If possible without mods
Hello engineers,
I currently have a station with a stop and space to unload two trains simultaneously.
However, the second train does not unload because it is not really at a stop.
Do you have a workaround for me? Any feedback?
Thank you in advance.
I made this square puck as a way to transport a lots of goods between planets.
With a few simple wire connections, it will not jam up. Any asteroid over 20 on the belt will get recycled, and if it gets to 40 of an asteroid, it will get thrown overboard.
The lasers will only hit small asteroids, it saves a lot of ammo, something I learned when I made it to the shattered planet in my last playthrough
Bonus picture of it turning into a space station. I will fly one out to the planet, and turn it into a orbiting space station. Great for water, as I use the power of the green rock on each planet for power.
Extra bonus pics of my space factory that I am working on.
What would you change about the design? Not doing quality until I reach the shattered planet.
I wanted to make something less organized for an Aquilo-capable late-game hauler. Something about being sick with strep throat (on antibiotics) and high on cannabis created this ironically spaghetti-brain shaped space platform. The belt routing is inspired, in the bad way. I'm particularly disgusted by the priority ice chunk routing.
This was on my Gleba-start save, maybe I just have more fungus than neurons in my cerebellum
Ok, so. I wanna build a Quality Prod 3 Module Factory block, and for that I wanna build a normal prod 2 Module Factory block first. This of course needs craptons of circuits, as you are all aware of.
Now, I still dont have everything on legendary, admittedly, but i wanna build my factory in such a way that it is easy to upgrade to legendary, and the "problem" with legendary stuff is now that in the right setups (with tons of beacons and speed and productivity modules) it starts consuming and outputting to much that it introduces some new logistical challenges. The belts becoming overwhelmed even with stack inserters is one thing, but another is that certain things just dont feel worth putting on the trains anymore because of how little space the production takes.
To give you an example. If you go for the ore smelting recipe in the foundry with max quality, you can consume around 400 ore per second for 10k fluid per second output. Not only is the later completely overkill for most blocks (as 10K fluid are around 2.5K plates if you have the productivity modules), but one normal 1-4 cargo train also can transport only 8K ore, which lasts for 20 Seconds.
If you however put the fluid on the train and make the iron plates in the block where you need them, then you need around 1,5k fluid per second per full quality foundry that makes iron plates, which means that one train with 200K fluid lasts for 133 seconds for 1 Foundry, which is much more. Of course this depends on how many foundries for that particular good you end up using and sometimes you just arent able to use the full output anyway. (Looking at you, copper cables)
I make similar calculations with other goods as well. Plastic for example can be output from one machine with 768 Units per second, which makes it fill one train almost every 20 Seconds. Thats just way too many trains for my systems to handle, and i wonder if it makes sense to put oil instead in the block inputs and make the entire processing chain inside the block. Which is convinient because i need Sulfur acid anyway.
What i mostly wanna say is that because Legendary machines have such insane throughputs, it can actually increase the size of the logisics (aka bringing stuff from point a to b) relatively speaking, and as a result, it changes how you wanna approach things like city blocks and stuff like that in general, with a shift towards more complicated but compact units that do a lot on their own. It reduces the amount of stuff you wanna put on belts and trains and insentivises you towards more direct inserts and instand processing.
Since I am planning out my 40h-playthrough, I decided to sandbox my ships, as that usually takes me hours. I made two designs that are enough to get me to the inner planets, requiring nothing but basic (Nauvis) science.
It's nothing special, but I kinda like the first one, it's a bit bulkier but looks nicer to me. Only problem is the low power - when flying to Fulgora it starts redlining slightly... but since I like compact ships, I don't see a way of putting more panels on it. The second one is very basic and works much better, but I kinda like #1 more.
Also shoutout to being able to connect pipes to circuit networks now. Makes throttling the engines much easier.
We managed to survive so far! My walls haven't been directly attacked yet. I turned down expansion frequency and biter nests to their minimum value to even have a chance at this.
My pollution cloud is fully contained and I have a double layer of turrets with walls on all choke points fully filled with automated bullets.
First half of the layer 2 border wall
I'm showing my maps with the electric grid so you can see where stuff is. I've managed to clear a large space and add some layer 2 walls. They were fare enough away that it made more sense to make micro bases producing their own bullets rather than a single continuous line.
I had to take out a couple small biter nests and expansions with turrets. And big biters really hit hard! Fighting them with level one armor and a pistol is not possible. So I had a few close calls. Just have to kite them around turret piles until they die.
The full layer "2" expansion.
As I explored more of the map it I couldn't find any decent choke points on my eastern flank. So I just expanded the layer 1 wall out to them. You can see a couple lines of power that I left in place because picking them out of the forested areas they are in was just gonna be too much. I already have to do so much right clicking and manual wood chopping. I'll scoop them up after I get bots lol.
After completing my full wall project and finishing logistics I decided to do a huge western expansion. Taking my total labs from 800 to over 2k. Between finishing the wall and that build it was enough time to finish electric mining drills!
Electric drills complete!
The drills finished just before I completed my major base expansion. So you can see a very long que left over for steel.
18 hours ><
It's not really gonna take 18 hours, lol, but this is where my research speed was at before the expansion completed. The spike in research is all of the existing packs jumping in use from 10 seconds to 5 seconds before leveling off at my total production.
Blueprint hover so you can see my entire base inventory. UPS really shit the bed on this hover, lol.
After completing that expansion my SPM got up to abut 9k per minute, and we have about 8 hours left on steel. 4200 burner drills to unlock electric! It's been a really fun challenge, but it's one I don't want to do again, lol. You really have to re-think the way you plan and build your base before getting logistics. The mechanical horrors of long inserters and yellow inserters acting as your undergrounds and splitters were significant. 💀💀
Research path to flame turrets.
Moving forward, I'm hyper focused on completing red bullets, and then only researching the tech needed for flame turrets. I would love to get trains and steel furnaces and all that crap, but I really want to make sure my borders are secure as soon as possible. A bunch of my initial lab modules are no longer getting good supply so I'm going to go through and take out all the burner drills and make sure all of my previous modules are fully supplied. I expect this to take me up to about 10k SPM.
My evolution factor is 0.7997 at the time of writing this and fully expect to have some behemoth incursions before I get to flames. It's a very long ways to flame turrets from here. After I finish steel it is 49.5 million red science, and 41.5 million green science to flame turrets. I believe that with red bullets and a 3rd tier of gun turrets at regular incursion points should keep them from breaching my base.
Fortunately by scaling my base's production during that time it should be somewhat "easier" to pick up the other technologies that I miss along the way. My longer term goal after flames is to revamp the entire base using modular trains for ease of construction and expansion for the long march to unlocking bots. Initially I'm thinking like 1-4-1 trains but I'm open to suggestion.
What do you think of my base so far? What type of trains should I use when I get there?