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Factorio, highly addictive game(alpha)

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Lorini
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Re: Factorio, highly addictive game(alpha)

Post by Lorini » Mon Mar 07, 2016 6:53 pm

LordMortis wrote:
Lorini wrote:I would highly suggest Negative Root's new Beginner tutorial series as well. I'm following along as he does it.
I watched the first couple of episodes based on your earlier post, which is what got me to buy the game, but his approach doesn't really work for my learning style. I don't absorb anything he says or does. That and either is production is poor or my youtube/ISP is unhappy with posts. He voice and images get out of synch and youtube images sometimes hang while the video keeps playing.
No, then don't :). You can use google images to find lots of images of how people have done stuff. That could help as well. I googled factorio furnace and then chose images and got a ton of good ideas.
Steer into the drift.

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Re: Factorio, highly addictive game(alpha)

Post by persself » Mon Mar 07, 2016 8:11 pm

Thanks for that link, Lorini. Don't know where I'd be without it. Only complaint about his video guides is the speed with which he says/builds things. Have to do a lot of rewinding...and I still can't copy/paste on the assemblers to show, for example, 6 green science assemblers. I still go in, one-by-one to indicate what each is producing.

But that's nitpicking; overall those videos are tremendous help.
Girl Gamer Extraordinaire-less/Redskins Fan

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Re: Factorio, highly addictive game(alpha)

Post by naednek » Tue Mar 08, 2016 12:54 pm

I hate to thank a Dodgers fan, but thanks for the link. I was learning as I go, but by the time I got past the tutorial I was lost. The videos does a way better job explaining and now things are beginning to click.

Now to feel normal again..... DODGERS SUCK!
hepcat - "I agree with Naednek"

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Re: Factorio, highly addictive game(alpha)

Post by Lorini » Tue Mar 08, 2016 2:43 pm

naednek wrote:I hate to thank a Dodgers fan, but thanks for the link. I was learning as I go, but by the time I got past the tutorial I was lost. The videos does a way better job explaining and now things are beginning to click.

Now to feel normal again..... DODGERS SUCK!
My friend and I are going to the Dodger/Giants game on April 15, I'll be thinking of you and rooting for the Dodgers all the way!

Yes, there are several tutorial vids out there but I think he does the best ones, nice and slow.
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Re: Factorio, highly addictive game(alpha)

Post by Paingod » Mon Jul 18, 2016 11:10 am

I dipped into this game a couple weeks ago and it's like liquid crack or something.

I just love watching my processes run, tweaking things, refining resource runs, etc. Even with over 40 laser turrets, a train line, and two remote resource locations feeding my massive home base, I don't feel like I have enough...

... and I look back at the beginning, with just 8 sheets of metal to my name. Wow. I love the progression and will be sad when it ends. I've already thought about starting over, but it's hard to say "I'd do this differently" since you can always rip everything up and realign it to work better.
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Re: Factorio, highly addictive game(alpha)

Post by Lorini » Mon Jul 18, 2016 11:17 am

You can change the parameters at the start to make the game more difficult.
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Re: Factorio, highly addictive game(alpha)

Post by Paingod » Mon Jul 18, 2016 4:31 pm

Lorini wrote:You can change the parameters at the start to make the game more difficult.
Ohhh... I forgot about that. I played a more-or-less vanilla game.

I can't wait to see what else there is coming down the road; the game is still early release.
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Re: Factorio, highly addictive game(alpha)

Post by Zitterbacke » Fri Mar 24, 2017 2:18 pm

I know, I'm late on this one.
Just launched my first rocket, after 30 hours of figuring stuff out. This game is really addictive, I could play it for the whole day, but funnily enough it doesn't drain my brain. Also this made me break my "never early access" rule, but after reading that it's basically done and runs smoothly since ages I even went against my second (not so much) rule :"only buy sales". Try the demo, if that doesn't do the trick already, then it's not for you. All I can say: well done developers, well done!
Playing suffering BF-V

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Re: Factorio, highly addictive game(alpha)

Post by Paingod » Fri Mar 24, 2017 2:27 pm

Agreed. The game is a lot of fun exactly as it is. I'd only be unhappy if the developers broke the whole thing upon release and then walked off into the sunset. I've spent hours building just the right systems, and in particular I like how you can basically "grow" a factory organism and tweak it over time, or just tear the whole thing down and start over with the parts you've already made. The last time I played, that was how I approached the end-game. I ripped up everything and then built a large production base designed to take resource input from anywhere (a single depot) and send it in for processing. It was beautiful, in its own way.
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Re: Factorio, highly addictive game(alpha)

Post by Zitterbacke » Sat Mar 25, 2017 9:05 am

Paingod wrote:It was beautiful, in its own way.
I think this is what makes a good part of the game. Every factory will look different, even by the same person, I guess. You have total freedom, but don't feel lost.
Playing suffering BF-V

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Re: Factorio, highly addictive game(alpha)

Post by Butterknife » Sun Mar 26, 2017 9:22 pm

I've got over 150 hours played on this game so far, and I can't recommend it enough. If you like building things, optimizing, or tinkering then this game is for you. If you are a computer programmer, then this game will appeal to your programming instincts in a way that no other game will. My 12-year-old son is playing and loving this game too. My brother plays it with his 9-year-old daughter. Sure, the kids haven't built amazing factories, but they are having fun and learning how to solve problems by breaking a large task into several small ones.

I am working my way through the achievements and I haven't even touched the huge amount of mods for this game yet. It is super stable even though it is in early access. The major update later this month is going to add a whole bunch of awesome features. Really it is just an excellent deal for the $20 I paid for it. Launching your first rocket takes about 30 hours, and you can quit there if you want but there is a whole bunch more game there if you want it.

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Re: Factorio, highly addictive game(alpha)

Post by LordMortis » Mon Apr 03, 2017 5:25 pm

Got back into the game. It plays in a window by default. The internal windows aren't intuitive only close by hitting E. I accidentally close the game when trying to close a game window. Ugh.

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Re: Factorio, highly addictive game(alpha)

Post by LordMortis » Mon Apr 03, 2017 7:48 pm

LordMortis wrote:Got back into the game. It plays in a window by default. The internal windows aren't intuitive only close by hitting E. I accidentally close the game when trying to close a game window. Ugh.
Dammit. Did it again. Why you run in a window? Must figure out how to turn that off.

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Re: Factorio, highly addictive game(alpha)

Post by Isgrimnur » Mon Apr 03, 2017 7:54 pm

Alt-Enter usually moves to full screen. However, I don't know if that's going to solve a key mapping issue.

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Re: Factorio, highly addictive game(alpha)

Post by LordMortis » Mon Apr 03, 2017 10:08 pm

Isgrimnur wrote:Alt-Enter usually moves to full screen.
It was in the configuration. Easy enough to find. Only necessary because it feels like I'm closing a window to get back to the main when I am, say in research, but it kills the game without saving instead.

Anyhoo Factorio has been a relaxing night.

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Re: Factorio, highly addictive game(alpha)

Post by LordMortis » Tue Apr 04, 2017 3:01 pm

I've got robots! I have no idea how to use them yet and my lubricant is nowhere near my production line, so I'm making them manually, but I have robots!

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Re: Factorio, highly addictive game(alpha)

Post by Paingod » Tue Apr 04, 2017 3:31 pm

LordMortis wrote:I've got robots! I have no idea how to use them yet and my lubricant is nowhere near my production line, so I'm making them manually, but I have robots!
Every step makes life easier, and every step makes it more complicated!
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Re: Factorio, highly addictive game(alpha)

Post by LordMortis » Tue Apr 04, 2017 4:26 pm

Paingod wrote:
LordMortis wrote:I've got robots! I have no idea how to use them yet and my lubricant is nowhere near my production line, so I'm making them manually, but I have robots!
Every step makes life easier, and every step makes it more complicated!
Have you found use for the circuit network?

Also managing oil wells is a big ole pain in the ass. I look forward to expanding my territory and designing a nice organized refinery/chemical plant chain. The insanity I have now is not scalable, even a little and night impossible to navigate.

Organizing and optimizing is addictive. I turned down the aliens which is both nice and not so nice. I will soon need their carcasses to improve my research but I've enjoyed being free of attacks, so my only worries or scale and optimization to expand functionality.

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Re: Factorio, highly addictive game(alpha)

Post by LordMortis » Tue Apr 04, 2017 8:42 pm

Took ten minutes to start building the framework for my robotic logistics supplement.... And then two and a half hours went by... and I'm not done yet! I need to make sure never play this when I need to go to bed or do something later because organize and optimize is a serious time sink and I never see it going.

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Re: Factorio, highly addictive game(alpha)

Post by Paingod » Wed Apr 05, 2017 6:59 am

LordMortis wrote:Have you found use for the circuit network?

Also managing oil wells is a big ole pain in the ass.
I think the circuit network is for high-scale, high-demand, high-precision manufacturing. I never bothered with it and built a large (but not super-massive) production line that I simply poured resources into on one side and products came out the other. I never worried if anything got backed up, and if there was an eventual gap in production further down the line, I poured in more processed resources at that point as a stop-gap.

As for oil, my preference was to do the following:
  • Set up remote Oil outpost - power & rail lines in, laser turrets, walls, oil pumps, storage tank to hold excess oil, and a factory set to pump oil into barrels (add barrels manually), full barrels are stored in chests next to rail line.
  • Train comes to collect oil from facilities, loads up full barrels and drops off empties.
  • Train cycles through each remote oil station doing this and heads to base.
  • At base, full barrels are offloaded while empties are loaded up (separate chests) in front of factories for each remote outpost (ensuring they never accidentally consumed each other's barrels)
  • Factories in base unpack oil into network and send empty barrels back to the remote outposts.
  • Oil in base is sent to tightly packed refinery network neat water source.
  • Any goods that need to use an oil output - Lubricant, Sulfur, Gas, Light/Heavy Oil, Sulfuric Acid - are placed within pipe range of this packed refinery grid. This is batteries, electric engines, blue chips, solid fuel, plastics.
I've seen some staggeringly compact designs, but never managed one for myself. Oil is the most annoying resource to work with, though. It takes a lot of handling to do anything useful with it, unlike ores.
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Re: Factorio, highly addictive game(alpha)

Post by LordMortis » Wed Apr 05, 2017 2:46 pm

Paingod wrote:
LordMortis wrote:Have you found use for the circuit network?

Also managing oil wells is a big ole pain in the ass.
I think the circuit network is for high-scale, high-demand, high-precision manufacturing. I never bothered with it and built a large (but not super-massive) production line that I simply poured resources into on one side and products came out the other. I never worried if anything got backed up, and if there was an eventual gap in production further down the line, I poured in more processed resources at that point as a stop-gap.

As for oil, my preference was to do the following:
  • Set up remote Oil outpost - power & rail lines in, laser turrets, walls, oil pumps, storage tank to hold excess oil, and a factory set to pump oil into barrels (add barrels manually), full barrels are stored in chests next to rail line.
  • Train comes to collect oil from facilities, loads up full barrels and drops off empties.
  • Train cycles through each remote oil station doing this and heads to base.
  • At base, full barrels are offloaded while empties are loaded up (separate chests) in front of factories for each remote outpost (ensuring they never accidentally consumed each other's barrels)
  • Factories in base unpack oil into network and send empty barrels back to the remote outposts.
  • Oil in base is sent to tightly packed refinery network neat water source.
  • Any goods that need to use an oil output - Lubricant, Sulfur, Gas, Light/Heavy Oil, Sulfuric Acid - are placed within pipe range of this packed refinery grid. This is batteries, electric engines, blue chips, solid fuel, plastics.
I've seen some staggeringly compact designs, but never managed one for myself. Oil is the most annoying resource to work with, though. It takes a lot of handling to do anything useful with it, unlike ores.
That's more or less my plan. Setting up a processing and refining map seems easy enough if you have a nice open space to build it but wondering in to an oil field and building the manufacturing around it, such a huge pain. And pipes take a shit ton of room and proper planning.

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Re: Factorio, highly addictive game(alpha)

Post by LordMortis » Wed Apr 05, 2017 7:44 pm

My robot network has been ordered to deconstruct a forest and I don't have to sit there chopping down tree after tree and I feel accomplished!

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Re: Factorio, highly addictive game(alpha)

Post by MadMarlin » Sat Apr 22, 2017 1:21 am

.15 is just a few days away!!! :D

https://www.factorio.com/blog/post/fff-187

MM

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Re: Factorio, highly addictive game(alpha)

Post by Lorini » Mon Apr 24, 2017 2:15 pm

MadMarlin wrote:.15 is just a few days away!!! :D

https://www.factorio.com/blog/post/fff-187

MM
As in today! It dropped this morning :) You need to be subbed to the beta to get it in Steam.Be sure you have the beta checked, as a patch dropped for .14 as well.
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Re: Factorio, highly addictive game(alpha)

Post by Tampa_Gamer » Mon Apr 24, 2017 4:10 pm

:horse:

For those not aware, this is a huge update (change list in spoiler)
Spoiler:
Configuration

•Configuration has been reset.



Major features

•Research overhaul. 4 new science packs: Military, Production, High-tech and space. > Space science packs are generating by launching a rocket. > Added infinite researches.

•Nuclear power.

•Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.



Features

•Map Interaction improvements: > Selectable map overlays: logistics networks, pollution, electric network, turret range, etc. > Train stations and trains can be opened by clicking them while in the map view. > Zoom to the world view from the map. It only shows parts of the map covered by radar or other players though. > Custom map markers can be added by the players.

•Added wagon for transporting fluids. > One side of pump can connect to the fluid wagon, the other side has to be connected to something else.

•When dying in multiplayer you leave behind a body with your items that slowly degrades.

•Added infinite mining productivity research, each tier increases mining productivity by 2%.

•Fuel type now affects vehicle acceleration and top speed.

•Added coal liquefaction oil processing recipe.

•Added Pipette Tool. Picks up items from your inventory used to build the currently selected entity. For resources it will select the fastest available resource extractor.

•Mini tutorials. Small missions that explain some of the game mechanics. The current content is a testing sample and it only covers trains.

•New scenarios: PvP and Wave defense.



Graphics

•Added high graphics quality option. In this settings the following list of things will have double resolution: Car, Trains, Rails, Rail signals, Train stop, Transport belts, Underground belts, Splitters, Pipes, Steam engine, Assembling machines, Oil refinery, Chemical plant, Mining drill, Furnaces, Resources

•New ore graphics that makes the ore patches look less tiled.

•Tweaked the GUI graphics.

•Decreased the size of the recipe icons on assembling machine by 23%.



Minor features

•Fast in game interactions like fast inserting into/from entity and copy paste can be done by dragging instead of having to click one at a time.

•Build-by-moving for electric poles now accounts for covering all unpowered entities on the way.

•Fast replacing input piece of underground belt will also fast replace ouput piece if possible.

•Added support for setting player color from the /color command using Lua syntax: {r=...g=...,b=...,a=...}

•Added warning for situation when robots don't have storage place to put items in the logistics network.

•Pumps show their direction in the detailed view.

•Belts and pipes show correct connections when building a bluprint.

•Technologies show the required science packs below the icons in the technology GUI list.

•Technologies are sorted by the science packs needed.

•Added /screenshot command - takes a screenshot of your current game screen.

•Added support for equipment grids in the map editor.

•The build rotation of each blueprint is remembered independently of the general item build rotation.

•Infinite resource minimal yield is calculated using the initial resource amount and the prototype minimum yield.

•Added optional filters to the deconstruction planner.

•Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.

•Combat robots and construction robots are maintained between sessions in multiplayer and when changing surfaces.

•Added reverse-rotate.

•Offshore pump and generator show pumping speed/fluid usage.

•Alternative select with blueprints (shift + select) skips the blueprint setup GUI.

•Mining rails is disabled if mining starts with trains or gates.

•Toggle fullscreen using Alt + Enter.

•Added "f"/"force" option to the /players command

•Added Logistic networks GUI containing a list of all networks and contents with search (opened by the L key).

•Added /open command - opens another players inventory if you're an admin.

•Added /alerts command - configures alerts for your player.

•Added /mute-programmable-speaker command - disables global sounds created by the Programmable Speaker entity.

•Added /seed command - prints the map seed.

•Added fluids to the production GUI.

•Added kill statistics GUI.

•Added enable/disable all mods button to the mod manager GUI.

•Added automatic barreling support for all fluids.

•Cargo wagons can have settings copied from any distance like Locomotives.

•Added the ability to auto-launch the rocket.

•Train stops can be colored like trains.

•Fish can be collected by robots.

•Extended map generator settings to include an advanced section.

•Added map generator presets.

•Show fog-of-war and radar radius when holding radar in cursor.

•Seed for map creation on the headless server can be specified via map-gen-settings.json

•Damaged items merge into one stack, the health of the stack will be the average of the items.

•Added server whitelist support -- see the /whitelist console command.

•Added /banlist command to operate on the banlist, in addition to the pre-existing /ban and /unban commands.

•Added "favourite" feature in public games list: Keep your favourite servers at the top of the list.

•Added /permissions command for managing permissions in a multiplayer game.

•Added ability to change individual inserter stack size bonuses through GUI or the circuit network.

•Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.

•Server console will print JOIN and LEAVE messages for players joining or leaving.

•Server console messages that aren't a part of the main log can be logged separately by running the server with the --console-log option.

•Translatable energy units and SI prefixes (eg. "100 ГВт").

•Furnaces and assembling machines show the amount of products finished.



Balancing

•Increased the rate at which resources grow with distance from the center by 50%.

•Crude oil balancing: Halved the resource amount on the map Increased the minimum yield from 10% to 20% Halved the rate of depletion. Doubled the starting yield. Fixed that the mechanics of increasing richness with distance from start wasn't working for crude oil.

•Increased module inventory size of Chemical plant and oil refinery from 2 to 3.

•Increased logistic slot/trash slot count from 5 per level to 6 per level.

•Removed processing unit from the modular armor and portable solar panel recipe.

•Increased the pump pumping speed 4 times.

•Reduced the plastic bar recipe requirement of petroleum gas 30 -> 20

•Reduced the electric engine recipe requirement of lubricant 20 -> 15

•Reduced the electric furnace recipe requirement of steel 15 -> 10

•Reduced the steel furnace recipe requirement of steel 8 -> 6

•Reduced the pumpjack recipe requirement of steel 10 -> 5

•Reduced crafting time: Engine unit + electric engine unit: 20 -> 10 Pumpjack 10 -> 8 Advanced circuit 8 -> 6 Processing unit 15 -> 10 Cracking recipes 5 -> 3

•Increased stack size of stone wall pipe and belts 50 -> 100

•Increased the maximum power production of steam engine from 510kW to 900kW

•Doubled the heat capacity of water from 0.1kJ per degree per liter to 0.2kJ.

•Increased the substation supply area (16X16 to 18X18) and wire reach (16 to 18).



Combat Balancing

•Player regains health at a much higher rate, but only after being out of combat for 10 seconds.

•Discharge defense equipment pushes back, stuns and damages nearby enemies when activated by the remote.

•Decreased the size of Discharge defense equipment from 3x3 to 2x2.

•Greatly increased the damage of Personal Laser Defense Equipment.

•Flamthrower gun has a minimum range of 3.

•The flames created on ground from the flamethrower significantly increase in duration and damage when more fuel is added to them by firing at the same spot.

•Increased fire resistance of biter bases.

•Increased the health of player non-combat buildings.

•Increased player health from 100 to 250.

•Increased collected amount and effectiveness of Fish.

•Increased the damage, range and health of biters worms.

•Decreased health and resistance of Behemoth biters.

•Doubled the stack size of all ammos.

•Tweaked the cost and crafting time of some ammos.

•Increased the damage of most player ammos. Greatly increased the damage and fire rate of Rockets and Cannon Shells.

•Increased the collision box of Cannon Shells.

•Increased Tank health and resistances.

•Added research for Tank Cannon Shells damage and shooting speed.

•Tweaked research bonuses and added more end-game research for military upgrades.

•Greatly increased the damage of Mines. They also stun nearby enemies when they explode.

•Added uranium rounds magazine and uranium cannon shells.

•Added flamethrower to the tank.

•Other minor changes.



Optimizations

•Improved performance of mining drills in general and significantly improved performance when mining drills get backed up.

•Improved performance when tiles are changed due to migration/mod removal.

•Significantly improved GUI performance for inventories that required scroll bars.

•Improved GUI performance in general.

•Improved performance of radars scanning chunks.

•Improved map generation speed and generation algorithm.

•Improved game load performance when a large amount of mod data exists in the save.

•Optimized graph rendering in production statistics window.

•Improved regenerate entity performance.

•Improved network map transfer performance.

•Improved train performance when building/mining rail related entities.

•Optimized memory requirements for storing tiles under concrete.



Circuit Network

•Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.

•Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.

•Train Stop can output the contents of the stopped train's cargo.

•Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.

•Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.

•Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.

•Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.

•Added >=, <=, != to the Decider Combinator and Circuit Conditions.



Changes

•Boilers are more powerful and bigger and have dedicated output for the steam. Default boilers output steam at the fixed temperature 165.

•Removed support of 32 bit systems.

•Removed alien artifacts and alien science packs from the game completely.

•Changed bounding box of burner mining drills and pumpjack, so it is possible to walk in between them.

•Disabled loading of saves before 0.12.0 version (You can use 0.12 to load older saves and re-save them).

•Changed "small pump" to "pump". Small pumps in old saves will be migrated but they will be misaligned and disconnected from pipes.

•Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.

•The map seed is used to generate unique maps instead of just shifting the starting position.

•The "decorative" entity type has been deprecated and replaced with the prototype type "optimized-decorative".

•Multiplied all fluid amounts by 10.

•All default map editor actions are now on left click.

•Change fluidbox height and base level of boiler, steam engine and pump to improve fluid flow.

•When the active train stop is removed trains will immediately leave the station if they're waiting at the station.

•Changed the default comparison type for train conditions to "or".

•Fast replacing splitters maintains the splitter contents on the new splitter instead of returning it to the player.

•Research started/changed notifications are only shown when in multiplayer.

•Crafting is now paused when the results can't be given to the player instead of spilling them on the ground.

•Changed evolution from global to per force.

•Disabled mining of vehicles other players are driving.

•Decreased biter sounds volumes

•Laser turret projectiles move much faster

•Roboport construction area changed from 50 to 51 to allow roboports build/deconstruct each other even when there is a 1 tile gap between their logistic areas.

•Restart button now uses map generation settings from currently loaded save.

•New rocket silo GUI and visbility button for freeplay and sandbox scenarios.

•Unified internal name of the 'flame-thrower' to 'flamethrower'.

•Manual ghost building will mark trees/rocks for deconstruction similar to alt-building blueprints.

•Trains are now always visible on the map, not only on chunks observed by radars or players.

•Renamed "armor-making-2" to "heavy-armor".

•Renamed "armor-making-3" to "power-armor".

•Renamed "diesel-locomotive" to "locomotive".

•Increased blueprint book size to hold 1000 blueprints

•Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.

•Added combinator working, wire hold and wire place sounds.

•Single player can be continued when you die.



Modding

•Fast cropping of sprite boundaries - it's no longer necessary to delete crop-cache.dat when existing sprites are modified.

•Utility sprites are now defined fully in the core mod prototypes.

•Added support for burner type generator-equipment.

•Added "simple-entity-with-force" and "simple-entity-with-owner" entity types.

•Boiler has now dynamically specified energy source (as inserter and similar).

•Added support for mod settings: startup, runtime, and runtime-per-user.

•Added commandline option --check-unused-prototype-data

•Added a "nothing" technology modifier type with an "effect_key" property for script-based-effect research.

•Redundant technology prerequisites are logged when verbose logging is enabled.

•Changed technology prototype icon_size to default to 32 instead of 64.

•In any instance an icon isn't 32x32 the icon_size property must be set to the actual size of the (square) icon.

•Added the ability to have "friend" forces. Friend forces are given unrestricted access to buildings and won't be attacked.

•Changed container entities to not scale info icons by default + added the optional prototype property "scale_info_icons" to enable scaling.

•Added property "turret_base_has_direction" to turret entity types. Set it to true if you want to use turn_range property in turret attack_parameters. This property has to be true for any fluid-turret, because of pipe connections.

•Added support for different recipe and technology complexity definitions.

•Added "item-with-tags" item type that can store any basic arbitrary Lua data.

•Lamps, roboports, walls, rail signals, and accumulators now accept any signal type (item, fluid, virtual).

•"animation_speed" property of animation definitions has to be greater than 0.

•Renamed smoke-with-trigger "action_frequency" property to "action_cooldown".



Scripting

•Added "by_script" to on_research_finished.

•Added "cause" to on_entity_died - the entity that did the killing if available.

•Added "recipe" to on_player_crafted_item.

•Added "rocket_silo" to the rocket launched event.

•Added 4th custom gui root position "goal", which is used in the objectives.

•Added column_alignments settings in table style.

•Added LuaBurner - readable off entities and equipment - the burner energy source for the entity.

•Added LuaCircuitNetwork::network_id read.

•Added LuaConstantCombiantorControlBehavior::signals_count read + set_signal and get_signal.

•Added LuaControl::shooting_state, repair_state, picking_state read/write.

•Added LuaCustomChartTag + LuaForce API to add/find them.

•Added LuaDecorativePrototype.

•Added LuaEntity::connect_rolling_stock and disconnect_rolling_stock methods.

•Added LuaEntity::get_logistic_point().

•Added LuaEntity::graphics_variation read/write for simple entities and trees.

•Added LuaEntity::shooting_target read/write for turrets.

•Added LuaEntity::stickers read. The stickers attached to a given entity.

•Added LuaEntityPrototype::crafting_speed read.

•Added LuaEntityPrototype::drawing_box, sticker_box, flags, remains_when_mined, additional_pastable_entities, allow_copy_paste, shooting_cursor_size, created_smoke, created_effect, map_color, friendly_map_color, enemy_map_color, build_base_evolution_requirement read.

•Added LuaEntityPrototype::get_inventory_size().

•Added LuaEntityPrototype::ingredient_count read.

•Added LuaEntityPrototype::module_inventory_size read.

•Added LuaEquipmentGrid::get_contents, shield, and max_shield.

•Added LuaFluidBox::owner read + get_capacity and get_connections methods.

•Added LuaForce::evolution_factor.

•Added LuaForce::is_chunk_visible().

•Added LuaForce::set_friend/get_friend.

•Added LuaGui::children read.

•Added LuaGuiElement drop-down type.

•Added LuaGuiElement type "camera".

•Added LuaGuiElement type "choose-elem-button".

•Added LuaGuiElement::children read.

•Added LuaGuiElement::clear to remove all the contents of the element.

•Added LuaGuiElement::single_line and want_ellipsis for the CustomLabel type.

•Added LuaInventory::entity_owner, player_owner, and equipment_owner read.

•Added LuaItemPrototype fuel_category, burnt_result, fuel_acceleration_multiplier, fuel_top_speed_multiplier read.

•Added LuaLogisticNetwork::provider_points, empty_provider_points, requester_points, full_or_satisfied_requester_points, and storage_points read.

•Added LuaLogisticPoint - read access to logistic data about provider, storage, and requester points.

•Added LuaPlayer::add_alert, remove_alert, and get_alerts.

•Added LuaPlayer::mute_alert, unmute_alert, is_alert_muted, enable_alert, disable_alert, is_alert_enabled.

•Added LuaPlayer::opened write.

•Added LuaPlayer::opened_gui_type read.

•Added LuaRandomGenerator.

•Added LuaSurface::destroy_decoratives and LuaSurface::create_decoratives.

•Added LuaSurface::find_logistic_networks_by_construction_area(..).

•Added LuaSurface::get_trains() and LuaForce::get_trains().

•Added LuaSurface::regenerate_decorative().

•Added LuaTrain::has_path, path_end_rail, and path_end_stop read + recalculate_path().

•Added LuaTransportLine::operator[] and operator#.

•Added Mod gui script for easy consistent styling of mod buttons and frames within the game.

•Added mouse info to the gui clicked event.

•Added on_biter_base_built - fires when biters build bases during migration.

•Added on_entity_renamed - fires when an entity is renamed either by the player or through script.

•Added on_gui_selection_state_changed - fires when an item in a drop-down gui element is selected.

•Added on_market_item_purchased - fires when a player purchases something from a market entity.

•Added on_player_changed_force - fires when a players force is changed.

•Added on_player_dropped_item - fires when a player drops an item that results in an item-on-ground entity.

•Added on_player_mined_entity and on_robot_mined_entity events.

•Added on_runtime_mod_setting_changed event - fires when a player changes runtime mod settings.

•Added on_selected_entity_changed - fires when the selected entity for a player changes.

•Added on_surface_deleted, on_pre_surface_deleted, and on_surface_created events.

•Added on_train_created event.

•Added optional "surface" to LuaForce::chart_all().

•Added optional fields "durability" and "ammo" when using SimpleItemStack definitions.

•Added optional parameter "return_item_request_proxy" to LuaEntity::revive. If true and revive creates item request proxy, the proxy will be returned as the third value.

•Added player_index to the entity settings pasted events.

•Added remote interface functions for the rocket silo gui: add_tracked_item, remove_tracked_item, get_tracked_items, update_gui

•Added remote interface to freeplay and sandbox scripts.

•Added support for full copying LuaItemStack in most places that take the SimpleItemStack type.

•Added support for LuaFlowStatistics read on electric poles.

•Added support for specifying the "max_range" of a projectile when created through create_entity.

•Added support for turret orientation read/write through LuaEntity::orientation.

•Added the ability for mods to register commands.

•Added the ability to read item_requests from item request proxy entities as well as ghosts.

•Added the ability to read reach distances off the player or character entity.

•Changed less_then to less_than in lua GUI progress bar style specification. (33196)

•Changed LuaEntity::item_requests to match the docs format.

•Changed LuaEntity::passenger to work with both character entities and players.

•Changed LuaEntityPrototype::underground_belt_distance to LuaEntityPrototype::max_underground_distance and changed it to work on both underground pipes and underground belts.

•Changed LuaForce::clear_chart() to take an optional surface to clear the chart for.

•Changed LuaSurface::create_entity{name="item-on-ground", stack=...} to accept the same format for item stacks as the rest of the Lua API.

•Changed the player built event to include the item name used to do the building if possible and include the tags from the "item-with-tags" item if possible.

•Changed LuaPlayer::clean_cursor to return true if the cursor is now empty.

•Expanded LuaStyle read/write property support.

•Fixed LuaSurface::spill_item_stack didn't interpret "enable_looted" parameter properly. (38717)

•LuaForce::reset() now resets everything about the force to the default state.

•Mod events are now fired by the mod dependency order instead of the mod name starting with the scenario script.

•Moved game.get_event_handler and game.raise_event to "script".

•Removed Lua.coroutine due to potential exploits.

•Removed LuaGameScript::evolution_factor.

•Removed LuaGameScript::save/load.

•Removed LuaPlayer::build_from_cursor + LuaPlayer::rotate_for_build as they aren't replay/MP safe.

•Removed LuaSurface::get_tileproperties.

•Removed LuaForce::item_resource_statistics and LuaForce::fluid_resource_statistics - they've been merged into the production versions.

•The goal and left gui element has default direction vertical.

•Utility sprites can be used in the sprite button.



Command line interface

•Added map-settings option when creating map, it can be used to specify a file with map settings to be used instead of the defaults.

•Added preset option when creating map.



Bugfixes

•Fixed that setting LuaForce::ai_controllable to false wouldn't prevent pollution-based unit group formation. (35650)

•Fixed graphics settings UI scale would change just by opening the GUI. (35588)

•Fixed UAC prompt would cause error and application termination during sprite loading on Windows. (35157)

•Fixed map generation could in some instances not correctly generate entities.

•Fixed crash when regenerating entities that are disabled by map generator settings (31872)

•Attempt to fix an ocasional crash when DNS lookup fails (37426)

•Fixed crash when ammo was consumed fully by script during shooting. (38701)

•The Equipment Grid GUI is now scaled with the rest of the UI. (38979)

•Fixed possible crash caused by improper primary display detection. (39167)

•Fixed occasional broadcast related crashes on OSX (39250)

•Fixed building train vehicle in a way, that it connects on both sides. (37645)

•Fixed entities with efficiency modules wouldn't consume the correct amount of energy in some cases. (38884)

•Fixed problems when clicking connect button in server list too fast (38240)

•Fixed crash when removing large-tiles from a tile prototype definition. (39586)

•Fixed crash when mod created exoskeleton equipment with zero energy consumption. (39631)

•Fixed electric pole would draw wires to invisible ghost of enemy force. (38641)

•Fixed crash when refreshing in the browse mods GUI in some instances. (39032)

•Fixed crash when clicking the same tick the map is loaded. (39713)

•Fixed LuaGameScript::get_event_handler not working. (39959)

•Fixed desync when demoting every player on a server. (40062)

•Fixed desync caused by incorrect sorting of items with inventories (blueprint books) in player's inventory. (41159)

•Fixed crash when respawning player who had any requests in personal logistic slots and was transfered to a force without logistic slots technology researched while waiting for respawn. (41171)

•Fixed LuaSurface::create_entity{fast_replace=true} would end up deleting items in some instances. (41328)

•Fixed extremely slow deleting of selection in text fields. (41638)

•Fixed save coruption when saving while character is in vehicle with equipment grid and roboport equipment while destructor bots are deployed.

•Fixed rail integrity error when train crashes into itself. (38046)

•Fixed virtual signals wouldn't be sorted correctly by subgroup. (42558)

•Fixed typing in the save-replay GUI could move your player around. (39858)

•Fixed that manually created unit groups wouldn't be automatically removed when all their members died. (42903)

•Fixed crash when trying to make an entity ghost of an invalid entity through script. (43467)

•Fixed rail signals not reconnect after removing rails in some setups. (41005)

•Fixed trains switched to manual mode wouldn't trigger inserters when they coasted to a stop. (43160)

•Fixed lot of entities on the same tile might cause stack overflow crash when saving the map. (43610)

•Underground belt connects only to underground belt of the same force.

•Fixed personal roboport ended search for nearby ghosts prematurely if a ghost found couldn't be built due to missing item. (44179)

•Fixed desync related to teleporting any entity with emissions-per-tick defined in the prototype. (44344)

•Fixed explicitly placed crafting orders were sometimes used to satisfy dependency of other crafting orders.

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Unagi
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Re: Factorio, highly addictive game(alpha)

Post by Unagi » Mon Apr 24, 2017 5:52 pm

Lorini wrote:
MadMarlin wrote:.15 is just a few days away!!! :D

https://www.factorio.com/blog/post/fff-187

MM
As in today! It dropped this morning :) You need to be subbed to the beta to get it in Steam.Be sure you have the beta checked, as a patch dropped for .14 as well.
So true.
The .14 patch fooled me, and I couldn't figure out why my version hadn't advanced to .15 , yet it had updated.

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Zitterbacke
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Re: Factorio, highly addictive game(alpha)

Post by Zitterbacke » Sun Apr 30, 2017 9:56 am

Tampa_Gamer wrote::horse:

For those not aware, this is a huge update (change list in spoiler)
The update just went 15.5 and is back to just over 30MB (the previous version was 350MB for me).
Playing suffering BF-V

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Unagi
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Re: Factorio, highly addictive game(alpha)

Post by Unagi » Sun Apr 30, 2017 10:08 am

uh, that's just an additional patch to the larger patch you already downloaded.

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Sepiche
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Re: Factorio, highly addictive game(alpha)

Post by Sepiche » Mon May 01, 2017 11:12 am

Really enjoying the new patch. Just built my first nuclear reactor and it's currently putting out 12 MW to power my base and barely even hitting 1/4 of max power.
Enlarge Image

I have a train feeding it a steady supply of new uranium now and it should have enough input to power a second reactor once I need more power.

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Paingod
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Re: Factorio, highly addictive game(alpha)

Post by Paingod » Mon May 01, 2017 12:14 pm

Very cool. I think my last base consumed something like 18MW at peak operations when my solar array was running at 100%. I always thought I was building too small, and this seems to confirm it. I watch some videos online and can't imagine making a process that big and still running smoothly. I thought it was pretty neat that mine had outputs of everything I wanted and surplus eventually if I wasn't building more of whatever... and now, I could double that with one building? Wow.
More than ever, now is the time to stand by the causes you believe in; donate and support to keep America great.
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Re: Factorio, highly addictive game(alpha)

Post by Sepiche » Mon May 01, 2017 2:03 pm

I'll need to check the numbers, but I think the maximum theoretical output of that reactor is about 50 MW... my base at the time was only using about 12 MW although now that is closer to 20 MW on average. I haven't tested it myself but I've read the optimal configuration is 1 reactor -> 4 boilers -> 6 turbines. So far I have 3 centrifuges running and they are mostly continuously busy processing the output of about 8 uranium miners. Pretty sure I could run a second reactor at full speed and still be building up a slight stockpile of U-235.

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Re: Factorio, highly addictive game(alpha)

Post by coopasonic » Tue Jul 11, 2017 2:06 pm

Paingod wrote:
LordMortis wrote:I've got robots! I have no idea how to use them yet and my lubricant is nowhere near my production line, so I'm making them manually, but I have robots!
Every step makes life easier, and every step makes it more complicated!
I know I'm even later to the game, but a co-worker was pushing this and my 11 year old saw me watching a let's play. The next day he dumped 80 quarters on my desk and said he wanted Factorio. Oh look, I have $21 in steam credit left over from the summer sale...

Now my son and I are playing together and loving it.
-Coop

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KDH
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Re: Factorio, highly addictive game(alpha)

Post by KDH » Sat Mar 31, 2018 4:29 am

.
... ... Factorio Price Boost Next Month ...

:coffee: ...
Version 0.16 has become stable, and this means that there is one last step for us to reach the 0.17 which will probably become 1.0 version. Then Factorio will finally step out of the Early Access zone. This will take some months but the roadmap is clear for us.

We feel that now is a good time to adjust the price of the game. The price of the game has been growing steadily together with the game becoming bigger, more stable and polished. After careful consideration, we have decided to set the new price of the game to 30 USD (or your regional equivalent). This change will become effective as of 16th of April 2018. This is the final Factorio price update, unless something unforeseen happens, so it will also be the price for the game for 1.0 release.

* As you probably know we have a strict no sale policy. The game will not go on sale on Steam or any other platform. This basically means that purchasing before the 16th of April 2018 is the only way to buy the game cheaper than the increased release price.


Of all the games on Steam, these guys post "all the damn time" .. full, in-depth, write-ups on all changes and improvements
.
Ain't nobody got time for that
.

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Paingod
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Re: Factorio, highly addictive game(alpha)

Post by Paingod » Mon Apr 02, 2018 7:12 am

It's going to be a tough pill to swallow, selling a $30 indie title in today's market without any sale - ever. Granted, the game is worth it - but you only know that after buying it and playing it endlessly.
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Re: Factorio, highly addictive game(alpha)

Post by Lorini » Mon Apr 02, 2018 11:02 am

There is a demo.
Steer into the drift.

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coopasonic
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Re: Factorio, highly addictive game(alpha)

Post by coopasonic » Mon Apr 02, 2018 11:10 am

I really like it, but I think $20 is the right price point. $30 is high if they are going with no sales ever. Maybe if they upped their presentation game.
-Coop

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Re: Factorio, highly addictive game(alpha)

Post by Lorini » Mon Apr 02, 2018 12:01 pm

I think you have to be a fan of this kind of game and since there's nothing like it on the market really you'll pay the $30.
Steer into the drift.

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dbt1949
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Re: Factorio, highly addictive game(alpha)

Post by dbt1949 » Tue Apr 03, 2018 6:43 pm

I just started in the tutorial part of the game and my little drillers stop working even tho they have plenty of fuel.
I notice they have little up or down pointing yellow markers. What does that mean?
Ye Olde Farte
Double Ought Forty
aka dbt1949

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Paingod
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Re: Factorio, highly addictive game(alpha)

Post by Paingod » Wed Apr 04, 2018 7:01 am

Your production needs three things at every stage. Fuel (or Electricity), input resources, and a place to output resources.

The basic wood/coal fired drill units output their resources to a designated square (the spot marked with an arrow). If that square is blocked by a single unit of raw material, they'll stop working. To solve that, either put a box there to dump the goods into or use a conveyor belt to move the raw materials away. You could stand there and hold "F" (I think) to collect everything that comes out, but it would be remarkably inefficient.

The entire game is a beautiful organic growth from swinging a pickax to automatically producing rocket parts. Each building you add speeds up your growth, and consequentially, your need to harvest resources at an ever-increasing rate. The biggest enemy is the production bottleneck, not the critters... :D
More than ever, now is the time to stand by the causes you believe in; donate and support to keep America great.
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LordMortis
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Re: Factorio, highly addictive game(alpha)

Post by LordMortis » Wed Apr 04, 2018 9:25 am

When last I played critters were another resource to harvest. They were necessary for the 4th level research, I think... Or thought....

I should get back this (among other things) It was really relaxing, getting rocket building and the game had changed dramatically when last I looked (and hadn't played). And much like Diablo's mastery of get the better pellet so you can push the heavier lever so you can get the better pellet... When I had built a productions line that self build robots, it really felt like an accomplishment.

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