Klonan

Klonan



25 Apr


05 Apr

Comment

Originally posted by FewAdhesiveness803

  • Ugly
  • Inefficient
  • Tedious
  • Obscures the items on the belts
  • Doesn't work for underground belts

At the first glance I thought these are the revisited quality names lol

:D

Post

Hello,
Today we have quite a range of new features and improvements coming in 2.0.


Whole belt reader

Often times, you want to read the contents of a whole line of belts. Maybe you're doing some sushi set up, or just want to get an accurate gauge on how much stuff you have without buffering to a chest.

The way to do it, is to read every belt, but this has some drawbacks:

  • Ugly
  • Inefficient
  • Tedious
  • Obscures the items on the belts
  • Doesn't work for underground belts

So we decided to make it work nicer. Boskid added a new mode you can choose when selecting the 'Read belt contents' mode.

It will read all the belts in the same 'Transport line' as ...

Read more

29 Mar

Post

Hello,
Today we have another dose of anti-frustration improvements for you.


Spidertron RTS tool

Lets be honest, the Spidertron selection and control in 1.1 is a bit janky. As fans of RTS games, we know we can do better, and its not like we're reinventing the wheel here.

So we have rebranded the 'Spidertron remote' as the new 'RTS Tool', and the control should feel very intuitive.

  • It is activated using the ALT + A hotkey.
  • Left click and drag to select Spidertrons.
  • Right click to command Spidertrons to go to location.

Mp4 playback not supported on your device.

The RTS tool remembers the last selection of Spidertrons, so pressing ALT + A again will have the previous group of Spidertrons already selected. Another detail is that...

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22 Mar

Post

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.


Train stop GUI showing on the way

The Train stop GUI got a new lick of paint for the 2.0 update. Generally this was to make it conform to the typical layout of the entity GUIs, but I also took the opportunity to add a feature we were missing a little bit, that is the 'Trains on the way' tab.

Now you can tell which trains are coming to this specific stop.


Train naming and train limit

There is an important order of operations when setting up a new train stop, and if you do it wrong, you can lead yourself to an unpleasant situation:

...

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15 Mar

Comment

Originally posted by sbarandato

Can somebody do the math for how much power is that foundry eating up? For the sake of argument, let’s just assume it consumes as a refinery.

37.6MW


01 Mar

Comment

Originally posted by Nicksaurus

https://cdn.factorio.com/assets/blog-sync/fff-400-alerts-gui.png

How are these alerts grouped? Do you do try to merge alerts in the same area or do you split them for each missing item type?

I forgot to mention it, the alerts are grouped by position, so 20 damage alerts for 1 wall being attacked don't spam up the list


26 Jan

Post

Hello,
Another trains FFF!


Generic interrupt

We first showcased the new Schedule interrupts in FFF-389. They allow you to control your trains using conditions and target destinations.

We have played with schedule interrupts extensively, and they work very well for controlling larger numbers of trains and train systems. One small problem/annoyance/crime is that you need to add an interrupt for each type of item manually. So if you want the train to handle Iron gear wheel, you ne...

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21 Jan

Comment

I am not crazy! I know he's using blueprints. I knew it was a 2:3 ratio. Perfectly balanced. As if he could ever achieve such precision. Never. Never! I just couldn't prove it. He covered his tracks, he secretly snuck in a third assembler when I wasn't looking. You think this is something? You think this is bad? This? This chicanery? He's done worse. That smelting array! Are you telling me that just happens naturally? No! He planned it! Jimmy! He automated through a blueprint! And I saved him! And I shouldn't have. I let him into my factory! What was I thinking? He'll never change. He'll never change! Ever since he started, always the same! Couldn't keep his hands off the blueprint library! But not our Jimmy! Couldn't be precious Jimmy! Copying them blind! And HE gets to build a mega-base? What a sick joke! I should've stopped him when I had the chance!


19 Jan

Comment

Originally posted by No_Object446

Is this circuit connection limited to assemblers, or does it also work with chemical plants, refineries, centrifuges, etc.

It applied for all of them, internally they are all 'assembling-machines'


12 Jan

Comment

Originally posted by Yodo9001

Does this mean that Bulk inserters can pick up upto four stacks of the same item? (Ex: 4 Artillery shells. Stack inserters are limited to one stack.)

No, the opposite, they are still limited by the stack size of the item

Comment

Originally posted by TheMiiChannelTheme

Do items with no inventory stack size still stack on belts?

I would very much like to know the implications of having a stack of nuclear reactors carefully balanced on top of each other.

Belt stacks are additionally limited by the normal stack size of the items, so things like armor, blueprints, artillery shells, cannot stack on belts.


17 Dec

Comment

Factorio doesn't use much GPU power normally, so at times GPUs go to a 'low-power mode' and ramp down available power, then when it needs a little bit more (Zooming out or something), it will use more GPU as a percentage until the GPU goes back to normal power mode.


08 Dec

Comment

Originally posted by Ilsor

we just forgot to re-enable the requests again after recovering the corpse, and have to figure out what is going one, and why aren't we supplied with our stuff.

Automate the typo out!

fixed

Comment

Originally posted by Ikalpo

Cliff explosives are not unlocked from the start of the game, and with the expansion there are even more delayed.

Minor typo!

fixed


04 Dec

Comment

Surprisingly nothing crashed and burned


29 Nov

Comment
    Klonan on Steam Forums - Thread - Direct
You need to own the base game to play/buy the expansion

10 Nov

Comment

Originally posted by sparr

Posted by kovarex, Klonan on 2023-11-10

we are going to focus on the general improvements of the way circuit network is used in the game.

I wasn't using it often

Inquiring minds want to know... which dev is "I"?

In the intro it is kovarex, some parts are me

Comment

Originally posted by Keleyr

I love this. But I am afraid that the information overflow will make it harder for beginners if they need to have every option visible from the start. How can they know what is useful information?

Can it be hidden until you trigger it by researching the circuit technology? That way beginners can get used to the objects that is relevant at the beginning of the game, then when they are ready they can research the technology and they only get the information when they can start using it.

The circuit connection window is not shown normally when a wire is not connected, and furthermore before wires are unlocked, the little slot button to open them doesn't exist


03 Nov

Comment

Originally posted by fine03

this is huge

will these features trickle down into the base game without the need of expansion?

They are base game 2.0 features, expansion is not needed to use super force building or mining landfill