switching the loaders to stack inserters
wait, what?
Team production would use loaders to input and output items to the player areas. However they don't have proper graphics, so I switched them to be stack inserters
switching the loaders to stack inserters
wait, what?
Team production would use loaders to input and output items to the player areas. However they don't have proper graphics, so I switched them to be stack inserters
Improving the Team production challenge was prompted by this Reddit post. Team production was made back in 2016 to test the multiplayer networking of the 0.14 update with a larger number of players without the overhead of having a large factory. Since then it has not really had much love.
So after 4 years of accruing wisdom, I started making some general improvements.
I think this is one of the main suggestions people had for team production. The scenario just shuffled the players and assigned people randomly, and you could end up all alone playing against your two best friends.
Now I believe anybodies first choice would be to add a GUI to handle this. I will go on about GUIs later, but short story is, I didn't want to add a GUI. They add a lot of complexity, and my development mood these days is to keep things simple and small in scope.
So I added little colored launchpads!
I think it is quite intuitive, you will instant...
Read moreI've never been permitted to register on their forum. No clue why. I register and never get the confirmation email, not even in my spam and junk folders. I stopped bothering after the third attempt. If they can't be bothered having a working forum (or responding to the email I sent about it) then I can't be bothered to report where they expect me to. If they read this, fine... if not... oh well.
or responding to the email I sent about it
I reply to all emails, I don't see any from you about the forum registration, and if you do email I can manually activate your forum account.
Removed core lualib util.encode() and util.decode()
Why was this done out of curiosity? Also was the PVP scenario updated to not use them anymore? Last I knew it made use of these two functions.
There is the new game.encode_string()
andgame.decode_string()
, which replaced their functionality
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
stevetrovs_10K_mega_belt_base.zip
Hi,
internet seems to claim that Ryzen 5 3600 is the bestest most CPU-est single-thread furnace at the moment, is there anybody who has Ryzen 5 3600 (I'm looking at CL14-14-14-34 3200MHz memory specifically)?
I've found https://www.reddit.com/r/factorio/comments/ccy927/update_ryzen_3000_memory_speed_benchmarks/ for the Ryzen memory test.
However, the 8700K is capped at 4.2GHz in that test, but on full blast u/madpavel seems to have went even further... https://www.reddit.com/r/factorio/comments/bdkrwz/10k_spm_belt_megabase_benchmarked_83ups_with_way/el01szt?utm_source=share&utm_medium=web2x
I've got a 9900K (I run it at 4.7GHz) at work with CL17 4266MHz (BTW I only got a few UPS compared to CL15 3000MHz) and it performs just ridiculously well (though surprisingly a little worse than madpavel's OC insano-rig). I'm considering buying the Ryzen for home to save them $$$, but it seems to me like the Ryzen single-thread benchmarks aren't everything.
Also 0.18 optimized some things so ...
Read moreOne improvement I would like is high resolution icons throughout; some of them now look a bit 'basic' for a 'complete' game.
(The fact that this is my biggest gripe shows how polished the game is).
HR Icons is on the TODO for 1.0 :)
The new poison cloud looks really nice!
Now if you can apply the same love to the fugly beacons, we can call it 1.0 and move on. :P
We are applying love to the beacons, but they need a lot of it, and they are very important to us, so we are really taking our time with them.
I noticed the robot death animations have velocity, will they inherit the robots velocity if it's moving? Would look pretty odd if they died and suddenly went the opposite direction lol.
nope, death particle velocity is not affected by the speed of the robot
It's just me or the fight robots should kinda shutdown like its batteries ran out (then crashing in the ground) instead of exploding like they were destroyed by attacks?
In the gif they were killed by damage, so they explode and die catastrophically.
When expiring there is no explosion and they fall more calmly.
The poison cloud animation is a placeholder spritesheet (that kovarex found somewhere on the internet), we have wanted to improve it for a long time, but since it was always such a small detail other things took priority. Well now is the time to finish everything, big and small.
Mp4 playback not supported on your device.
Some of the problems we see with the old placeholder animation:
The new animation was done quickly and without the need of any large changes to the Factorio engine. This is the mindset we are in these days, use the engine features we already have to finish things quickly and without trouble, and we try to stop ourselves going crazy with more detail.
Mp4 playback not supported on your device.
The smoke capsule itself spawns ...
Read moreUse the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
Scrolling on the map view of steam turbines or nuclear reactors seems to crash the game in this version. Don't know which of the two yet.
/edit: Crash also happens when zooming on a furnace-array, so might be something to do with the particles or clouds of those buildings.
Also found a crash case when opening a blueprint, working on reproducing it rn.
whoops, hotfix incoming
I think it would be cool if there were mining robots you could research. They would not by flying robots, would work within a ground range of a robo port, deposit into the logistics network, and need to recharge in a similar way to flying robots.
The pros would be very little pollution (equivalent to hand mining) and very little infrastructure (no belts, power poles, miner machines, etc.. just a robo port).
The cons would be that they can't increase productivity in the same way that mining productivity improves the electric miners, and speed could only be increased with worker robot speed / cargo size.
They would be useful for midgame outposts, allowing for simple setup and giving off little pollution, but later game the regular miners would be favoured again.
Like these guys: https://mods.factorio.com/mod/Mining_Drones
Thanks for the feedback, I will take a look at the scenario again before 1.0, so this post is quite useful