Factorio
- Friday Facts #416 - Fluids 2.0 | Factoriowww.factorio.com Friday Facts #416 - Fluids 2.0 | Factorio
Hello, Grab your best lube, because it's time to talk about fluids!
- Friday Facts #416 - Fluids 2.0 | Factorionewsletter.factorio.com Friday Facts #416 - Fluids 2.0 | Factorio
Hello, Grab your best lube, because it's time to talk about fluids!
- Friday Facts #415 - Fix, Improve, Optimize | Factoriowww.factorio.com Friday Facts #415 - Fix, Improve, Optimize | Factorio
Hello, While a lot of time of 2.0 development has been spent on new features and quality of life, we still take care of the smaller details and technical improvements.
Late posting but thought I might as well
- Friday Facts #415 - Fix, Improve, Optimize | Factoriofactorio.com Friday Facts #415 - Fix, Improve, Optimize | Factorio
Hello, While a lot of time of 2.0 development has been spent on new features and quality of life, we still take care of the smaller details and technical improvements.
- Friday Facts #414 - Spoils of Agriculture | Factoriofactorio.com Friday Facts #414 - Spoils of Agriculture | Factorio
Hello, last week you've seen how Gleba looks, it's time to get a glimpse of what you can do there. With the idea of being a biological planet full of life, it seems reasonable to expect our engineer is about to harvest some of that. We already have ways of harvesting nature, specifically trees. On...
- Friday Facts #413 - Gleba | Factoriofactorio.com Friday Facts #413 - Gleba | Factorio
IntroductionAlbert Making a new world in Factorio is relatively "easy", just create a new set of tilesets for the ground, add some new models of trees, create a bunch of new decoratives, some decals (optional), a new skin for the cliffs (optional), and bam! you get a new planet. Well, to be fair,...
- Friday Facts #412 - Undo/Redo improvements & Car Latency driving | Factoriowww.factorio.com Friday Facts #412 - Undo/Redo improvements & Car Latency driving | Factorio
Hello, We have another exciting batch of facts for you today.
- Friday Facts #411 - All about asteroids | Factoriofactorio.com Friday Facts #411 - All about asteroids | Factorio
Hello! Welcome to Fearghall's Factorio Friday Facts! (FFFF, if you will.) Over the last few months, you have seen asteroids a few times as a background part of some other FFFs, but for all their understated majesty, they were actually quite a complicated trick to pull off! Come with me as I t...
- Friday Facts #410 - Rocket turret & Target priorities | Factoriofactorio.com Friday Facts #410 - Rocket turret & Target priorities | Factorio
Hello, We know you love to blow things up, and the Space Age expansion will be bringing ever more advanced and powerful ways of bearing arms against your enemies.
- Friday Facts #409 - Diminishing beacons | Factoriofactorio.com Friday Facts #409 - Diminishing beacons | Factorio
Hello, Today we're going to take a look at a feature some of us have dreamt of changing for years now - the beacon transmission. The main purpose of beacons is to allow massively increasing your production in the late game while being more than just a module or a faster machine. To make use of be...
- Friday Facts #409 - Diminishing beacons | Factoriowww.factorio.com Friday Facts #409 - Diminishing beacons | Factorio
Hello, Today we're going to take a look at a feature some of us have dreamt of changing for years now - the beacon transmission. The main purpose of beacons is to allow massively increasing your production in the late game while being more than just a module or a faster machine. To make use of be...
- Friday Facts #408 - Statistics improvements, Linux adventuresfactorio.com Friday Facts #408 - Statistics improvements, Linux adventures | Factorio
Hello, welcome once again to the world of facts.
Exciting Linux news :D
- Friday Facts #407 - Automating a soundtrack | Factoriowww.factorio.com Friday Facts #407 - Automating a soundtrack | Factorio
Hello, Today we continue our musical journey.
- Friday Facts #406 - Space Age Music | Factoriowww.factorio.com Friday Facts #406 - Space Age Music | Factorio
It was November of 2021 when we started conversations with Petr Wajsar, a very talented Czech music composer, to create the soundtrack for the Factorio expansion. Since then we have been working together on the soundtrack of Factorio Space Age. Conceptualising and finding solutions to our not ...
- how to request yellow belts in a mall to be converted to red belts
It could be done with yellow chests with filter, but also buffer chests, right?
What are the drawbacks of each version?
I thought buffer chests would be perfect but then I realized that they require the inserter from the yellow belt assembler to have a circuit condition. Is there an even easier way?
- Friday Facts #405 - Whole belt reader, New logistics GUI | Factoriowww.factorio.com Friday Facts #405 - Whole belt reader, New logistics GUI | Factorio
Hello, Today we have a quite a range of new features and improvements coming in 2.0.
- Friday Facts #404 - Frustration not foundfactorio.com Friday Facts #404 - Frustration not found | Factorio
Hello, Today we have another dose of anti-frustration improvements for you.
- Friday Facts #403 - Train stops 2.0factorio.com Friday Facts #403 - Train stops 2.0 | Factorio
Hello, When playing with trains, you tend to spend a lot of time building train stops. In my latest playtesting, I noticed a few annoyances and pain points, which we will go in to today, along with some other improvements for 2.0.
- After 57 hours, I finally have everything for blue science in Bobs&Angels!
So after struggling through 57 hours of Bobs&Angels for the first time, I've finally got everything I need to get blue science up and running. Base has been mostly idle for the last 15 hours while I slowly spaghetti'd my way up this point. I've been aiming for only 30 SPM so far cause I knew it'd be slow going since it's my first time playing the mod and that turned out to be very true. Must've spent a good 5 hours minimum between recipe book and factory planner so far!
Next on the list once blue science is going is to start transitioning to a city block train base. My mall is nice and stocked up and once I have bots the process of phasing out the starter base will begin. Got some homemade block BPs that are 150x150 tiles big and with 1-2 or smaller trains my blocks can support up to 12 stations if I need it. I have space extension installed so I'm eventually going to need high SPM at the endgame which should be a fun challenge to build for.
Really not looking forward to making modules, those things look like a giant pain in the ass to make but I'll have to get em going sooner rather than later. Any suggestions or tips for getting modules up?
Having a ton of fun with the mod pack in general though, I've played K2 5 times, K2SE twice (burning out around 200 hours in on both tries) and this modpack is turning out to be awesome. My favorite parts of K2SE were the more complicated recipes you started running into once you got to space and started setting up mining outposts, but the complexity of Bobs&Angels has a much steeper learning curve to it. So far it's my favorite part of the mod, it's extremely satisfying to make progress in this mod IMO.
- Friday Facts #402 - Lightspeed circuits | Factoriowww.factorio.com Friday Facts #402 - Lightspeed circuits | Factorio
Hello, if we have any circuit lovers reading, this is another dose of facts for you.
- Friday Facts #401 - New terrain, new planetfactorio.com Friday Facts #401 - New terrain, new planet | Factorio
Surprise! There are 5 new planets in the expansion. The first planet you arrive on is a strange new land, rich with iron, copper, coal, stone, oil, and uranium. Everything a starting factory needs and more. There's also water, fish, grass and trees. Yes, this is a fertile land, and we will thrive. ...
- Friday Facts #401 - New terrain, new planet | Factoriowww.factorio.com Friday Facts #401 - New terrain, new planet | Factorio
Surprise! There are 5 new planets in the expansion. The first planet you arrive on is a strange new land, rich with iron, copper, coal, stone, oil, and uranium. Everything a starting factory needs and more. There's also water, fish, grass and trees. Yes, this is a fertile land, and we will thrive. ...
- Factorio, but Everything is RANDOMIZED
YouTube Video
Click to view this content.
hahah, this is hilarious. This ruins everything I've memorized.
- Friday Facts #400 - Chart search and Pinsfactorio.com Friday Facts #400 - Chart search and Pins | Factorio
Hello, Is it me you're looking for?
- Friday Facts #399 - Trash to Treasure | Factoriowww.factorio.com Friday Facts #399 - Trash to Treasure | Factorio
Hello, It's Earendel back for another electric adventure. You got your first look at Fulgora in FFF-398. (If you haven't read that already please read that first.) Now let's take a look at the new planet's mechanics.
- Enhancing the Factorio experience with SAT solversgithub.com GitHub - R-O-C-K-E-T/Factorio-SAT: Enhancing the Factorio experience with SAT solvers
Enhancing the Factorio experience with SAT solvers - R-O-C-K-E-T/Factorio-SAT
- Friday Facts #397 - Factoriopedia | Factoriowww.factorio.com Friday Facts #397 - Factoriopedia | Factorio
Hello, we have gathered here today to talk about a new quality of life feature coming with 2.0.
- Friday Facts #396 - Sound improvements in 2.0 | Factoriowww.factorio.com Friday Facts #396 - Sound improvements in 2.0 | Factorio
Hello, Today we will be looking at (and listening to!) many of the sound improvements we have been working on for 2.0.
- An improved Factorio chatting experience
Or at least my attempt at improving it with the limitations of runtime scripting.
I'm posting because I would like some feedback on it.
The current things I still need to do are to listen for more command events so I can reimplement their messages, including fixing the admin promotion one. The current admin promotion message simply responds to the event of someone becoming admin, which doesn't contain info about who promoted them like the localized string expects.
As well as try and make a function that can send a message one tick late, as sending a message in the command event happens before the command is actually handled. Meaning the default error message happens after a custom one.
Finally, I need to implement some graceful way of handling shortcode collisions. I think discord does :shortcode~1: or something. Then I wonder if I should handle the order somehow, or let the modified pairs choose it for me. Though, with the companion mod of Twemoji, it re-registers the shortcode dictionary on the fly so the server can choose which standard to use. I think that might affect ordering, but I'm not actually sure.
I also have a branch that was attempting to do the colors differently, but I worked on that while slightly burned on the project and I don't like dealing with color math (it confuses me).
Sorry for the rambling, this kind of became my Todo list.
- Friday Facts #394 - Assembler flipping and circuit controlfactorio.com Friday Facts #394 - Assembler flipping and circuit control | Factorio
Hello, let me show you another dose of things we just can't stop ourselves from doing.
- Blueprint Assistance
So first off I know uploading a blueprint/image is probably needed for full assistance which I can do but not until later. But I am trying to create a blueprint of a city block I created that includes my rails and intersection (2 rails with a fourway at each corner) but I don't seem to understand how to set up the snap to grid because i can't seem to get the rails to line up for the grid. I'm not sure if I am messing up with the dimensions of the grid or with the offsets. Are there any tricks to getting this too work or anything like that?
- Friday Facts #393 - Putting things on top of other things | Factoriofactorio.com Friday Facts #393 - Putting things on top of other things | Factorio
Hello, I have an irresistible urge to tell you a little story. I'm sure you come here for stories, don't you?
- Friday Facts #392 - Parametrised blueprints | Factoriowww.factorio.com Friday Facts #392 - Parametrised blueprints | Factorio
Hello, I'm going to cover a feature I only just finished. I was thinking about this idea for years already. I always thought the feature is too hardcore to be included, but I learned that it is usually a mistake to underestimate the players, so I gave it a go, and decided to share it right awa...
- Friday Facts #391 - 2023 recapfactorio.com Friday Facts #391 - 2023 recap | Factorio
Hello, Another year has come to an end, from all of us here we wish you good fortune in the year to come.
- Friday Facts #390 - Noise expressions 2.0factorio.com Friday Facts #390 - Noise expressions 2.0 | Factorio
Hello, We've had a lot of requests to talk about map generation. It's difficult to talk about map generation without first explaining noise expressions. From time to time we need to talk about noise expressions anyway because they are a critical part of the game, but I don't think we've ever...
- Friday Facts #389 - Train control improvements | Factoriowww.factorio.com Friday Facts #389 - Train control improvements | Factorio
Hello, trains are one of our most favorite parts of the game. We already talked about the ways we improved rails (FFF-377), so its time to talk about how we improved the way you can control the trains that ride on them.
- Friday Facts #388 - Smaller things for 2.0 | Factoriofactorio.com Friday Facts #388 - Smaller things for 2.0 | Factorio
Hello, we have shown some bigger things recently, so it is time to also show some smaller things, because the bigger things wouldn't shine that good without the smaller things working properly!