small issue with the power poles upgrade is that if the small pole couldn't reach a connection the large one can, when you replace it, the connection is not created. I hope they fix the belt compression thing, if not via underground belt, allow inserters to push items in gaps anytime (the underground thing was a hack after all), though as a programmer I understand how that might kill the optimization altogether which would not be desirable. One you left out, it seems assemblies and combitantors placed manually over a blueprinted ghost with settings will preserve those settings in the final entity, previously only the bots could do this, if you built your blueprinted factory by hand you'll have to set things manually again, I LOVE this improvement. Now if only I could hold a key to place items only if over a ghost of the same type... (I blueprint a lot)
Parker TenBroeck I never knew about the underground belt trick until a few months ago, so I used to side load my plates and bricks from my furnaces. Meant that my columns were two tiles wider than necessary and i used more belt, but it worked the same. It looks like that option may have been removed as well, having read another comment. Please help X!
@Susan Tummon Side-loading belt-to-belt doesn't compress anymore either. Your only option to fully compress is a splitter. Put in two at least 50% compressed belts to get out one 100% compressed belts.
I kind of thought so too, but it was in the 0.16 changelog: "Electric poles and power switches can be opened from the zoomed-to-world view." So I'm a bit confused. Does that mean something different than what I thought?
probably already been said but your notes mentioned steam turbine craft speed change although you said and demonstrated steam engines which havent changed according to your notes.
damn good timing man! just made myself some hot chocolate so let's go! it's 3 at night and i began factorio 0.16 around 8 in the afternoon lol i'm addicted again ;$ nice vid!
Xterminator This comment is a little late so I hope you see this. It would be super cool if you made a video where you explain the new buffer chest in detail. Maybe some overall uses and tips and tricks etc. Kind of what you did with the artillery train.
I saw that in the changelog though, unless I misunderstood what it meant? let me find it.... From the changelog: "Electric poles and power switches can be opened from the zoomed-to-world view." Does that mean something different than what I showed?
In 0.15 you can open map view and you can click on every pole you can find on the entire map. Everytime you got power info - I know that - I done that to check if everything is well connected :)
copy assembler -> requester chest!! WHAT, WHAT, WHAT!!! I recently set all requester chests manually for all items in my robot factory. and now I found out I could do that..
Oh man I'm sorry you had to do it all by hand until now. :( There are so many little tricks like this that a lot of people don't know about, I wish there was a way to just get the word out to everyone.
There is another significant change you could cover. It is ... how to say ... new train path-finding mechanics. I mean there are now problems many people expiriencing when having some stations with the same name, but which are distant from each other. The devs "fixed" path-finding algorithm, so when this equal-name-mechanic is not used properly trains got stuck at the same station, cause they consider the closest station, though busy, a better destination anyway. See this thread for example: www.reddit.com/r/factorio/comments/7joizx/0161_train_bug_with_multiple_stations_of_same_name/ Some discussions can be also found on the forums: forums.factorio.com/viewtopic.php?f=23&t=54647 forums.factorio.com/viewtopic.php?f=23&t=54625
You were running underground belts through cliffs. So is that a way then to get around the new terrain obstacles? Maybe a quick video on working and adapting to the new terrain... - Eddy
Just wait a couple of days and I’m sure most of the major mods will have been updated I tried doing the manual update truck did not work for whatever reason worked with 0.14 to 0.15 so it might take a bit longer
Notes: (Note to self: 4:20 !!! Reminder to use this in the robot and no self-crafting run!) Although it is much faster to build a chest -> inserter to dump the items if not into the final destination directly in the first place... For dropping items manually, I played on a German keyboard once and regardless of your current selected system language it was not the z button but rather the location of the button on the English keyboard. Which means in my case it was bottom left the first letter key labelled as "Y" (on the same spot the EN z is) and I bet I can relocate the key I need in the options, but just a fair warning. The map access to power networks doesn't work without power cause you get no map image to scroll into... So correcting a power outage is not easy which would be the only reason to keep a look at a distant energy network in the first place I think. Unlike Dwarf Fortress, spilling over items is not a valid strategy or is it? I still want to hint at all the options of quantum inventory, let's say you run into the battlefield and keep crafting ammo, as you are stacked with countless other items. A quick workaround is just sponging up iron and spamm the craft key, the moment you cancel the crafted recipe you can usually salvage a lot of the supress transported iron. The ammo example will quickly drain the starting ressource iron and many items cannot be used in this manner, but I found mass spounging and spilling useful occasionally. Another example would probably be early phases of setting up the oil industry and storaging factory plastic to later dump into faster assemblers. This method can partially be a one man train unbound of tracks and setups. I have not experimented with spilled items further besides putting up some -troll- nifty art.
Unfortunately not. They decided not to implement the change due to people complaining about the bots being immortal and they couldn't figure out a good way to make them "not entities" but also take damage.
small issue with the power poles upgrade is that if the small pole couldn't reach a connection the large one can, when you replace it, the connection is not created.
I hope they fix the belt compression thing, if not via underground belt, allow inserters to push items in gaps anytime (the underground thing was a hack after all), though as a programmer I understand how that might kill the optimization altogether which would not be desirable.
One you left out, it seems assemblies and combitantors placed manually over a blueprinted ghost with settings will preserve those settings in the final entity, previously only the bots could do this, if you built your blueprinted factory by hand you'll have to set things manually again, I LOVE this improvement.
Now if only I could hold a key to place items only if over a ghost of the same type... (I blueprint a lot)
Very nice tutorial vid Xter, quick run-down and demonstration without excess chatting, well done :-)
Thanks! :)
Can you make a video on belt compression now that the underground belt trick has been removed
Parker TenBroeck I never knew about the underground belt trick until a few months ago, so I used to side load my plates and bricks from my furnaces. Meant that my columns were two tiles wider than necessary and i used more belt, but it worked the same. It looks like that option may have been removed as well, having read another comment. Please help X!
I second this
same
@Susan Tummon
Side-loading belt-to-belt doesn't compress anymore either.
Your only option to fully compress is a splitter. Put in two at least 50% compressed belts to get out one 100% compressed belts.
Someone tested a few compression methods. Most of them don't work.
imgur.com/a/LyCOR
You were sitting at 999 likes so I pretty much HAD to smash the like button for you. But good info too :-)
opening the electrical grid window from anywhere was already present in 0.15, at least i have always been able to open it from map view in 0.15
I kind of thought so too, but it was in the 0.16 changelog:
"Electric poles and power switches can be opened from the zoomed-to-world view."
So I'm a bit confused. Does that mean something different than what I thought?
I love the look of the cliffs!
Yeah, they look amazing!
probably already been said but your notes mentioned steam turbine craft speed change although you said and demonstrated steam engines which havent changed according to your notes.
damn good timing man! just made myself some hot chocolate so let's go! it's 3 at night and i began factorio 0.16 around 8 in the afternoon lol i'm addicted again ;$ nice vid!
Haha thanks! Hot chocolate sounds good. :D You better get some sleep though. lol
it is good, especially with Factorio and/or a nice vid like this! and don't worry sir sleep will find me one day ghehe
Sleep is for the dead.
XD
but i am dead...
So am I but we didn't have much of a life to begin with, right?
5:47 Did you notice there is a graphical glitch in the yellow belt at the center-left?
the cliff over it?
Yeah, the cliff graphics kind of overlap stuff like that. Unfortunately I don't think it's being fixed due to how the cliffs work.
Xterminator This comment is a little late so I hope you see this. It would be super cool if you made a video where you explain the new buffer chest in detail. Maybe some overall uses and tips and tricks etc. Kind of what you did with the artillery train.
Open power poles wherever on the map was ealier :)
I saw that in the changelog though, unless I misunderstood what it meant?
let me find it....
From the changelog:
"Electric poles and power switches can be opened from the zoomed-to-world view."
Does that mean something different than what I showed?
In 0.15 you can open map view and you can click on every pole you can find on the entire map. Everytime you got power info - I know that - I done that to check if everything is well connected :)
Maybe they meant by power switches, like, two different power network connected by power switch and you can turn on and off from a map view?
Can confirm.
were there any changes with recipe ratios?
The Craft time of Explosives hasn't increased, you just get 2 instead of 1 per craft
copy assembler -> requester chest!! WHAT, WHAT, WHAT!!! I recently set all requester chests manually for all items in my robot factory. and now I found out I could do that..
Oh man I'm sorry you had to do it all by hand until now. :( There are so many little tricks like this that a lot of people don't know about, I wish there was a way to just get the word out to everyone.
lol Xterm, "let me show you the difference on crafting a changed item." proceeds to craft steam engine instead of steam turbine.
Lol I'm so dumb sometimes. :(
How do you change your character color if you can
Emerson Futral Should just be able to do /color red
replace red with whatever color you want
Xterminator is their some place in the settings I can do that
Xterminator or is it a command
There is another significant change you could cover. It is ... how to say ... new train path-finding mechanics. I mean there are now problems many people expiriencing when having some stations with the same name, but which are distant from each other. The devs "fixed" path-finding algorithm, so when this equal-name-mechanic is not used properly trains got stuck at the same station, cause they consider the closest station, though busy, a better destination anyway.
See this thread for example: www.reddit.com/r/factorio/comments/7joizx/0161_train_bug_with_multiple_stations_of_same_name/
Some discussions can be also found on the forums:
forums.factorio.com/viewtopic.php?f=23&t=54647
forums.factorio.com/viewtopic.php?f=23&t=54625
You were running underground belts through cliffs. So is that a way then to get around the new terrain obstacles? Maybe a quick video on working and adapting to the new terrain...
- Eddy
Deathlok67 should work like this, as they function more or less exactly like walls
Indeed, you can run underground belts and underground pipes through cliffs. If I can come up with enough ideas, I may do a video on that. :)
do you have a list of mods that work with 016?
i know from experience that Restack and Loader Redux work! (just throwing it out there ;p)
Just wait a couple of days and I’m sure most of the major mods will have been updated
I tried doing the manual update truck did not work for whatever reason worked with 0.14 to 0.15 so it might take a bit longer
Notes: (Note to self: 4:20 !!! Reminder to use this in the robot and no self-crafting run!)
Although it is much faster to build a chest -> inserter to dump the items if not into the final destination directly in the first place...
For dropping items manually, I played on a German keyboard once and regardless of your current selected system language it was not the z button but rather the location of the button on the English keyboard.
Which means in my case it was bottom left the first letter key labelled as "Y" (on the same spot the EN z is) and I bet I can relocate the key I need in the options, but just a fair warning.
The map access to power networks doesn't work without power cause you get no map image to scroll into... So correcting a power outage is not easy which would be the only reason to keep a look at a distant energy network in the first place I think.
Unlike Dwarf Fortress, spilling over items is not a valid strategy or is it? I still want to hint at all the options of quantum inventory, let's say you run into the battlefield and keep crafting ammo, as you are stacked with countless other items. A quick workaround is just sponging up iron and spamm the craft key, the moment you cancel the crafted recipe you can usually salvage a lot of the supress transported iron. The ammo example will quickly drain the starting ressource iron and many items cannot be used in this manner, but I found mass spounging and spilling useful occasionally. Another example would probably be early phases of setting up the oil industry and storaging factory plastic to later dump into faster assemblers. This method can partially be a one man train unbound of tracks and setups. I have not experimented with spilled items further besides putting up some -troll- nifty art.
Egen copy pasting from an assemble to a requesting chest it will copy the items used in 30 seconds worth of crafting
Next, use that zoom feature to go through train tracks...
I have a question. I'm using a couple of quality of life mods in my game. Do you think they will be compatible in 0.16?
Depends what they are. Probably will need to wait for the mod devs to update them first.
bugplayer Which ones? But yes, wait a few days, or a couple of weeks.
Try blueprinting a furnace with nuclear fuel in it... fun stuff happens when you place the blueprint.
The Steam Turbine were changed and you crafted a Steam Engine.
Thanks very helpful.
I ordered my shirt and was amused to see my order number #1601 :)
Thank you, glad it helped! Haha nice, hope you get you're shirt soon!
i cant update...
e
Hi, are bots immortal now?
Unfortunately not. They decided not to implement the change due to people complaining about the bots being immortal and they couldn't figure out a good way to make them "not entities" but also take damage.
Anyone knows a game like Factorio but for Android?