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Thread: Facotrio - Spacechem Tower Defence?

  1. #281
    MexicanJumpingLlama's Avatar
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    Excellent.

    Although in my case it's been 'build lab, stock lab, then run around making more science packs to keep lab stocked, drive train for fun'

  2. #282
    Nobody_Holme's Avatar
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    Quote Originally Posted by MexicanJumpingLlama View Post
    Excellent.

    Although in my case it's been 'build lab, stock lab, then run around making more science packs to keep lab stocked, drive train for fun'
    Abuse conveyors to make giant ascii fingers.
    Just sayin'

  3. #283
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    Quote Originally Posted by Nobody_Holme View Post
    Quote Originally Posted by MexicanJumpingLlama View Post
    Excellent.

    Although in my case it's been 'build lab, stock lab, then run around making more science packs to keep lab stocked, drive train for fun'
    Abuse conveyors to make giant ascii fingers.
    Just sayin'
    Just wait until you get circuitry, then you can make giant blinking ascii fingers.

    Or if you are like me; safe railway crossings w/ lights.
    Are you an engineer? -- Quack

  4. #284
    Nobody_Holme's Avatar
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    Quote Originally Posted by Rakshasa The Cat View Post
    Quote Originally Posted by Nobody_Holme View Post
    Quote Originally Posted by MexicanJumpingLlama View Post
    Excellent.

    Although in my case it's been 'build lab, stock lab, then run around making more science packs to keep lab stocked, drive train for fun'
    Abuse conveyors to make giant ascii fingers.
    Just sayin'
    Just wait until you get circuitry, then you can make giant blinking ascii fingers.

    Or if you are like me; safe railway crossings w/ lights.
    I'm awful at circuits.

    I make it blink with a switch triggered by a conveyor loop with 1 ammo clip on it because I cant work out how to do it properly.

  5. #285
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    Quote Originally Posted by Nobody_Holme View Post
    I'm awful at circuits.

    I make it blink with a switch triggered by a conveyor loop with 1 ammo clip on it because I cant work out how to do it properly.
    For a timer, have the following;

    A: Constant Combinator (set to output S, which triggers every simulation update e.g. 1/60th second)
    B: Decider Combinator (set to output _value_ as S if S < 60)
    C: Decider Combinator (set to output _1_ as L if S > 30)

    Connect cable network 1 from A, to input and output of B, to input of C. Connect output of C to any network where you want L to do some blinkenlights.

    What happens is that the cable network 1, the timer network, gets an S value of 1 from A every simulation update, and the decider B outputs the current value of S to the same network. Thus B keeps the value S 'in memory', while A does a +1.
    Are you an engineer? -- Quack

  6. #286
    Movember '12 Best Facial Hair Movember 2012Donor Lallante's Avatar
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    Quote Originally Posted by MexicanJumpingLlama View Post
    Excellent.

    Although in my case it's been 'build lab, stock lab, then run around making more science packs to keep lab stocked, drive train for fun'
    That's typically how one does the first 3-5 research projects, before/while automating

  7. #287
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    Quote Originally Posted by Lallante View Post
    That's typically how one does the first 3-5 research projects, before/while automating
    Another tip in general is to use boxes for manufacturing input/output so you don't need to create lots of convoluted belt systems before they're needed.
    Are you an engineer? -- Quack

  8. #288

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    Quote Originally Posted by Rakshasa The Cat View Post
    Quote Originally Posted by Lallante View Post
    That's typically how one does the first 3-5 research projects, before/while automating
    Another tip in general is to use boxes for manufacturing input/output so you don't need to create lots of convoluted belt systems before they're needed.
    This is really important - provides a buffer and a source of materials for hand crafting early on, until you've got a good enough handle on production ratios to build efficient factories.

  9. #289
    Movember '12 Best Facial Hair Movember 2012Donor Lallante's Avatar
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    Advanced mode - don't use as many belts or boxes at all but just train wagons. Advantages - can hold multiple types of thing without being jammed, can hold a lot, can be accessed (input/output) by 6+ factories simultaneously. This also allows for big buffers that prevent bottlenecks / resource slowdowns.

    You can get train carriages much much earlier than smart inserters or logistics/smart chests and do many of the same things with them.
    Last edited by Lallante; November 22 2016 at 08:33:00 AM.

  10. #290

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    Using train wagons is practically cheating. You can do perfectly efficient no-belt RGB production.

  11. #291
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    I have arrived.
    Are you an engineer? -- Quack

  12. #292
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    Quote Originally Posted by Rakshasa The Cat View Post
    I have arrived.
    And it outputs only one barrel's worth of oil per 15 seconds...
    Are you an engineer? -- Quack

  13. #293
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    Are you an engineer? -- Quack

  14. #294
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    Are you an engineer? -- Quack

  15. #295
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    Factorio
    FULL STORIES HEADLINES

    6:20pm
    Factorio 0.15.0 released
    Factorio - HanziQ
    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_coun t 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:wner 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:rovider_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:pened write.
    Added LuaPlayer:pened_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:perator[] 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:rientation.
    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. more
    Changed LuaEntity::item_requests to match the docs format.
    Changed LuaEntity:assenger 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. more
    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. more
    Fixed graphics settings UI scale would change just by opening the GUI. more
    Fixed UAC prompt would cause error and application termination during sprite loading on Windows. more
    Fixed map generation could in some instances not correctly generate entities.
    Fixed crash when regenerating entities that are disabled by map generator settings more
    Attempt to fix an ocasional crash when DNS lookup fails more
    Fixed crash when ammo was consumed fully by script during shooting. more
    The Equipment Grid GUI is now scaled with the rest of the UI. more
    Fixed possible crash caused by improper primary display detection. more
    Fixed occasional broadcast related crashes on OSX more
    Fixed building train vehicle in a way, that it connects on both sides. more
    Fixed entities with efficiency modules wouldn't consume the correct amount of energy in some cases. more
    Fixed problems when clicking connect button in server list too fast more
    Fixed crash when removing large-tiles from a tile prototype definition. more
    Fixed crash when mod created exoskeleton equipment with zero energy consumption. more
    Fixed electric pole would draw wires to invisible ghost of enemy force. more
    Fixed crash when refreshing in the browse mods GUI in some instances. more
    Fixed crash when clicking the same tick the map is loaded. more
    Fixed LuaGameScript::get_event_handler not working. more
    Fixed desync when demoting every player on a server. more
    Fixed desync caused by incorrect sorting of items with inventories (blueprint books) in player's inventory. more
    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. more
    Fixed LuaSurface::create_entity{fast_replace=true} would end up deleting items in some instances. more
    Fixed extremely slow deleting of selection in text fields. more
    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. more
    Fixed virtual signals wouldn't be sorted correctly by subgroup. more
    Fixed typing in the save-replay GUI could move your player around. more
    Fixed that manually created unit groups wouldn't be automatically removed when all their members died. more
    Fixed crash when trying to make an entity ghost of an invalid entity through script. more
    Fixed rail signals not reconnect after removing rails in some setups. more
    Fixed trains switched to manual mode wouldn't trigger inserters when they coasted to a stop. more
    Fixed lot of entities on the same tile might cause stack overflow crash when saving the map. more
    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. more
    Fixed desync related to teleporting any entity with emissions-per-tick defined in the prototype. more
    Fixed explicitly placed crafting orders were sometimes used to satisfy dependency of other crafting orders.


    You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.

  16. #296
    Banned
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    Time to waste lot's of time~~~
    Are you an engineer? -- Quack

  17. #297
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    Started a railroad setting, put the bugs back into spreading and increased their strength... then set the cost of research to 32x and high.

    Still don't have proper medium electric poles after several hours of play.
    Are you an engineer? -- Quack

  18. #298
    theBlind's Avatar
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    April 9, 2011
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    You guys are bad, produce too few green circuits and force me to search for this topic instead of keeping it on the first page.

    In other news 0.16 is out and well playable. The factory needs to expand to meet the needs of the expanding factory.
    Tanks: theBlind[URBAD] (in my heart there will always be a place for [FAIL])
    Planetside2: [UBAD]theAngelic

  19. #299
    Donor Spaztick's Avatar
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    April 10, 2011
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    No Longer up High Sierra's Ass
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    Quote Originally Posted by theBlind View Post
    The factory needs to expand to meet the needs of the expanding factory.
    I picked up this game recently, this has been my experience. This game is the perfect autism simulator. Finally got a handle on factories and proper train wagon collection stations, now im working on proper layouts for getting those impossibly complicated research points for the next tier of research.

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