Factorio

Factorio Dev Tracker




20 Sep

Comment

Originally posted by Galbrain

That's true, but i can't craft them since there are no normal "repair packs" anymore, but those are needed to craft the repair towers.

This seems more like something that should be fixed on IR side, a lot of other mods and things will depend on the base game repair pack.

Maybe it should go through and fix the recipes that use the repair pack to use the bronze repair pack or something.

Comment

Originally posted by Galbrain

/u/Klonan is there a possibility that you make this mod compatible with Industrial Revolution? Since in IR they changed Repair Packs to the different ore Eras (copper repair pack, iron repair pack, etc)

It is not incompatible as far as i know

Hello,
We have had quite a peaceful week here in the office.

Last night we went out for a burger and a beer as a last meal with Ernestas before he flies back home for another few months. It was also quite nostalgic, as we went to a place that we used to go to frequently near our old office, and the staff still remembered us.

Light at the end of the bug tunnel Klonan

It seems our 'news' of some programmers taking a break made headlines this last week: Work slows on Factorio while a dev “levels his priest” in WoW Classic.
Even though he is still not level 60, Kovarex found some time to f...

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19 Sep

Comment

Originally posted by Silentmooses

Is this game worth a go?

Comment

Originally posted by intangir_v

i thought there would be new landfill, what happened to that?

Its in this release, not in the changelog (sorry).

Post

Changes

  • Allow closing rich text tags with . as well as /, to allow color tags in save names. more
  • Using wires in the map editor no longer consumes the wires.

Features

  • Added a setting to the map editor to show/hide the infinity filters.

Bugfixes

  • Fixed splitter input flipping mechanism. more
  • Fixed pressing Backspace when text box caret was at the start of the text, in front of rich text icon, would delete the icon. ...
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18 Sep

Comment

Originally posted by Cazadore

These towers are great. I love the fact their not op when the engagemet takes longer than 30s (after they have emptied out their internal power storage), they can only charge slow, they increase robot construction range and they get upgrades via techtree.

10/10 would use this mod again in my deathworld. Probably earlier than behemots...

Sidequestion for u/klonan

Can we get the "real visible bullets" change you did in your "Total Automation" mod as a stand alone mod ?

Comment

Originally posted by mithos09

After all upgrades, they can even hold the line against behemoths: https://gfycat.com/widedesertedaltiplanochinchillamouse

Yeah, unless the ammo has been upgraded to uranium too, that is overpowered. Three lasers and a flamer wouldn't be able to hold that without repairs.

Yea the ammo has full upgrades too


17 Sep

Comment

Originally posted by Troyseph91

What is that limited by?

They can only recharge at a certain rate, so once the buffer is empty they repair things much slower, as the power trickles in

Comment

Originally posted by DominikCZ

Wow I love it. But yes, the consumption is important here as it looks quite OP.

they are less OP in practice, as the electric buffer empties after 25 shots or so, so the repair rate drops significantly as its limited by the inout flow rate

Comment

Originally posted by robot65536

Delivering repair packs along with ammo seems like a reasonable challenge for something this useful, and you have to do this with bot networks anyways. Maybe make it a config option?

The problem i figured, is that once you are delivering repair packs, you can use normal roboports, which are much more convenient, and make the tepair turrets obsolete

Comment

Originally posted by NameLips

Do they consume resource packs? Extra electricity when operating?

Yes, they consume extra energy when firing the repair beams. The efficiency upgrade reduces that energy cost by 25%.

They don't consume repair packs, the first implementation did, but I changed my mind after thinking through some gameplay/design considerations.

Comment

Link to mod: https://mods.factorio.com/mod/Repair_Turret

They are unlocked with green science.

There are some technologies that make the turrets more powerful and more efficient, so in the end game they can hold their own against behemoth biters.

Also they act as construction range extenders, so you don't need to build roboports along all your walls, using repair turrets will be enough to let bots rebuild destroyed entities. You will need to build ro...

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13 Sep

Fluid mixing saga Dominik

Hello Factorians,

Today I would like to talk to you about my favourite subject - fluid mixing and its prevention. It is a new mechanic introduced in 0.17 that seemed quite simple at first, but has been giving me nightmares ever since.

A while ago I took on the task of updating the fluid system (...

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09 Sep

Comment
    posila87 on Steam Forums - Thread - Direct
Originally posted by Toothless Raider: Good to know that. Is it safe to say that works on Linux as well?
Indeed. But you have to use valid Linux path, obviously.
Comment
    posila87 on Steam Forums - Thread - Direct
Originally posted by Toothless Raider: WTH? I mean WOW The graphic update is amazing!!!! Keep up the great work!
Thanks!

You can override mod folder path by setting launch options in Factorio properties in Steam Library. It's not the most convenient solution, but probably easier than having to fiddle with symlinks.
--mod-directory "D:\Factorio_mods"

06 Sep