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These look fantastic.

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Bugfixes

Fixed that un-checking the 'parameter' checkbox would forget the quality of the parameter. (135937)
Fixed improperly scaled technology sub-icons being drawn outside of widget bounds in research progress button. (129378)
Fixed main menu background simulation vignette not being visible. (133955)
Fixed '--report-quantities' command line parameter ignoring non-ore entities. (133592)
Fixed that hovering space connection lines didn't work nicely for some angled connections. (134992)
Fixed warning caused by icc profile on greyscale PNGs. (136038)
Fixed that undo/redo around fuel in entities did not work nicely. (132089)
Fixed that script changes to platform hub settings didn't show in the GUI until re-opened. (136163)
Fixed that it was no longer possible to walk between rocket silos that are horizontally next to each other. (136182)
Fixed that the vanilla binary would attempt to install space-age only mods. (136178)
Fixed rocket silo was launching too fast causing circuit network to miss something happened. (136185)
Fixed inventory slot filter menu showing on inventories that don't support filters. (136205)
Fixed unable to change building modes while dragging. (136180)
Fixed performance problems related to artillery reaction unit groups. (136211)
Fixed scripts for transport belt madness campaign were not updated when loading an old save file. (136206)
Fixed power switch gui did not disable toggle when entity is controlled by circuit network or frozen. (136136)
Fixed hub inventory sorting would not wake up inserters causing genuine stuck situations to appear as a deadlock. (136232)
Fixed transport belts marked as tall would not render as tall when hide tall entities is enabled. (136237)
Fixed science production was not reported to production statistics of corresponding surfaces. (136236)
Fixed a crash when construction robot brings empty stack of items to a tank in some cases. (136222)
Fixed that enabling light occlusion disabled light rendering for all blend modes except "normal" (premultiplied alpha) blending. (132555 and 135903)
Fixed a game freeze when mods kill tiles under entities actively dying on space platforms. (136245)
Fixed a crash when mods invalidate turrets while they kill things using beams. (136224)
Fixed that several environmental entities did not show in the signals list. (136240)
Fixed a crash when a space platform which didn't have enough inventory space requested more items which didn't fit into the rocket and the item had custom minimum payload equal to wanted count. (136213)

Modding

Removed utility constants zoom_to_world_can_use_nightvision, zoom_to_world_effect_strength and zoom_to_world_daytime_color_lookup.
Added SpaceConnectionPrototype::shape.
Added SpaceConnectionPrototype::origin.
Added SpaceLocationPrototype::origin.
Replaced ItemPrototype::fuel_category with ItemPrototype::fuel_categories.

Scripting

Removed LuaPlayer::spectator because it did nothing.
Replaced LuaItemPrototype::fuel_category read with fuel_categories read.

Previous changelog: Version 2.1.19

New versions are released as experimental first and later promoted to stable. If you wish to switch to the experimental version on Steam, choose the experimental Beta Participation option under game settings; on the stand-alone version, check Experimental updates under Other settings.

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Red/Green Science:

Meeting the biters:

Blue Science:

No longer carrying oil barrels:

Robbits!

We seem to have an iron problem:

Biters are camping the solution:

Which brings us to a functional rail network! (OP)

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I had to restart because my other map had no oil.

https://i.imgur.com/o6sGTqo.jpeg

https://i.imgur.com/3A5vXo3.jpeg

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Always a noob (lemmy.nz)
submitted 2 weeks ago by zurohki@aussie.zone to c/factorio@lemmy.world

As you accumulate hours, you don't make less mistakes, your mistakes just become bigger and more complicated.

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This is fun! (lemmy.nz)
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Hey guys, we're trying to build the next-gen gaming server host, where people would pay by-the-hour, instead of monthly, to save on costs.

We're in public beta, and we'd happily host your Factorio games, if you'd like to play with your friends, family and team, in exchange for feedback on reliability and service as a whole.

The website is https://warp.cool/

My Discord @adamwarp

Just let me know if you're interested, and I'll assign you your credits.

Your feedback would be invaluable to us!

(Minecraft players welcome as well)

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Been bored with it, need something fresh. I have space age.

Played krastorio back in the 1.0 days, loved it. Mostly love train world settings.

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submitted 2 months ago* (last edited 2 months ago) by idunnololz@lemmy.world to c/factorio@lemmy.world

Finished my first Space Age run. I capped it off by designing a "mega ship" (pictured). I'm pretty happy to end the game off here at least for the foreseeable future.

Some interesting things about my run:

  • 206h.
  • 0 trains built. I determined from my base game run a while back that I did not like the trains in the game so I decided to go against the grain and play completely train free. It wasn't that bad actually.
  • Was able to get legendary everything basically.
  • Able to maintain 40k spm. (Tested over 1 hour)
  • Decided to embrace the spaghetti. I tried to jump into my builds with as little planning as possible. No city blocks. No concrete paths. No trains. Only spaghetti.
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submitted 2 months ago by sexy_peach@feddit.org to c/factorio@lemmy.world
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Factorio 2.1 has released (wiki.factorio.com)
submitted 3 months ago* (last edited 3 months ago) by slazer2au@lemmy.world to c/factorio@lemmy.world

https://forums.factorio.com/viewtopic.php?t=134095
Patrolling Spidertrons and hiding elevated stuff is such a good qol.
Obligatory RIP space casinos

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submitted 3 months ago* (last edited 3 months ago) by neidu3@sh.itjust.works to c/factorio@lemmy.world

Just asking, because I'm sitting here with modded factorio, and I'm waiting for some handcrafting to finish.

Sure, some of the intermediaries cannot be handcrafted, such as plastic and blue chips, so we'll say those are allowed.

Power armor mk2, probably? Anyone tried it to see how much time it takes?

Also, does the equation change if you have to handcraft any ingredients that go into an assembler to make the non-handcraftable ones?

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submitted 3 months ago by slazer2au@lemmy.world to c/factorio@lemmy.world
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submitted 3 months ago by als@lemmy.blahaj.zone to c/factorio@lemmy.world
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submitted 3 months ago by sexy_peach@feddit.org to c/factorio@lemmy.world
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submitted 3 months ago by Drigo@sopuli.xyz to c/factorio@lemmy.world

I just needed 3 achievements "Keeping your hands clean", and the 2 speed running achievements.

Finally got them all in the same run with 5 hours to spare.

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submitted 3 months ago by sexy_peach@feddit.org to c/factorio@lemmy.world
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submitted 4 months ago* (last edited 4 months ago) by GrayBackgroundMusic@lemmy.zip to c/factorio@lemmy.world

This seems neat.

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submitted 4 months ago* (last edited 4 months ago) by ArmoredThirteen@lemmy.zip to c/factorio@lemmy.world

From the engineers who brought you The Deliverator, the geniuses behind the Chesterizer, Omni-Tech is back again with a fantastic new product! Do you ever look at your spaceship and think "My goodness lookit the girth of that thing it's horrible"? Did you buy one of our fantastic Deliverators but used it wrong and it blew up mid transit? Do you look at the stars and wonder maybe, just maybe, there's a faster way to get from one place to the next? Well wonder no more because The Prickler is here!

  • Does it got length? Yes in spades!
  • What about speed? A problematic amount!
  • Blinky Lights? Who the fuck do you think we are of course it's got Blinky Lights!

But wait! You ask, This thing weighs like twice as much as The Deliverator Slim, how ever will I maneuver it well?? Well have I got news for you: Twice the weight but up to TEN times the thrust! Not to mention the newly designed ammotorium so you never need to take a break again!

Blueprint

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Factorio

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