Friday Facts #187 - Space science & 0.15 graphics

Regular reports on Factorio development.
Avezo
Filter Inserter
Filter Inserter
Posts: 451
Joined: Fri Apr 01, 2016 3:53 pm
Contact:

Re: Friday Facts #187 - Space science & 0.15 graphics

Post by Avezo »

Thought it was some misspelling or something, but it's really out! Updating atm :)

doppelEben
Fast Inserter
Fast Inserter
Posts: 117
Joined: Thu Oct 27, 2016 6:21 am
Contact:

Re: Friday Facts #187 - Space science & 0.15 graphics

Post by doppelEben »

sbadkins4@yahoo.com wrote:So, am I just horribly missing it, or is there no mention of belt optimization in the release info?
Zeblote wrote:
mcwaffles2003 wrote:
DaemosDaen wrote:No belt optimizations? Please add this as a 0.15.xx update. it has been sorely needed for a long time.
may i refer you to https://www.factorio.com/blog/post/fff-176
https://www.reddit.com/r/factorio/comme ... o/dglrsyc/

tk0421
Long Handed Inserter
Long Handed Inserter
Posts: 81
Joined: Sat Mar 19, 2016 9:36 pm
Contact:

Re: Friday Facts #187 - Space science & 0.15 graphics

Post by tk0421 »

holy moly, its only monday and steam just updated me to experimental .15!!!!

wheeeeeeee!!!!!!!!!!!!

laurens423
Manual Inserter
Manual Inserter
Posts: 1
Joined: Mon Apr 24, 2017 6:59 pm
Contact:

Re: Friday Facts #187 - Space science & 0.15 graphics

Post by laurens423 »

Hello Dev's.
I have about 150 hours on your game now and i love it to death. but, the new update has some horrible new textures. The inventory looks dark and depressing. and, the railroad looks depressing, dark, and boring.The objects and aliens look forced to be more detailed. I do NOT love these changes. It looks like minecraft with a texture pack, its fun if you want it, but i like the original one more. Can there please be an option to turn on and off these high res textures? The new items are fun, but it will need some time to get used to them. And also the tutorials, are gamebreaking. They ruin the fun of learning and finding out how the game works. Most of my fun in the game was finding out how the rail signals work. And telling my friends: "i can handle the rail signals for you guys". And, I LOST MY BLUEPRINT BOOK! my 50 hour collection of blueprints and various parts of my world. I want it back...
i'm going to be playing on the 14.23 beta version

sbadkins4@yahoo.com
Burner Inserter
Burner Inserter
Posts: 18
Joined: Tue Aug 02, 2016 1:13 pm
Contact:

Re: Friday Facts #187 - Space science & 0.15 graphics

Post by sbadkins4@yahoo.com »

doppelEben wrote:
sbadkins4@yahoo.com wrote:So, am I just horribly missing it, or is there no mention of belt optimization in the release info?
Zeblote wrote:
mcwaffles2003 wrote:
DaemosDaen wrote:No belt optimizations? Please add this as a 0.15.xx update. it has been sorely needed for a long time.
may i refer you to https://www.factorio.com/blog/post/fff-176
https://www.reddit.com/r/factorio/comme ... o/dglrsyc/
Well that is profoundly disappointing.

Zeblote
Filter Inserter
Filter Inserter
Posts: 973
Joined: Fri Oct 31, 2014 11:55 am
Contact:

Re: Friday Facts #187 - Space science & 0.15 graphics

Post by Zeblote »

laurens423 wrote:Can there please be an option to turn on and off these high res textures?
Options > Graphics > Sprite resolution > Normal

tom.i
Burner Inserter
Burner Inserter
Posts: 10
Joined: Sun Apr 23, 2017 7:20 am
Contact:

Re: Friday Facts #187 - Space science & 0.15 graphics

Post by tom.i »

Hi all,
I'm new to Factorio, I have it few months and few hours playing. I've looked to science pack in 0.15. In 0.14 I'm before searching "Logistic system" (blue science pack have been set up), but in 0.15 there is completely different way how to build blue science pack.
Logist.system:
0.14 - red, green, blue
0.15 - red, green, blue, purple and yellow

So I would like to ask everyone, when you have older saved game and developers make some changes in new version, how you solve this problem?
Change your input for creating stuff? Or start completely new game?

Zeblote
Filter Inserter
Filter Inserter
Posts: 973
Joined: Fri Oct 31, 2014 11:55 am
Contact:

Re: Friday Facts #187 - Space science & 0.15 graphics

Post by Zeblote »

I think most people just start a new game in 0.15 because so much stuff changed.

It's more fun to re-discover everything this way too! :D

tk0421
Long Handed Inserter
Long Handed Inserter
Posts: 81
Joined: Sat Mar 19, 2016 9:36 pm
Contact:

Re: Friday Facts #187 - Space science & 0.15 graphics

Post by tk0421 »

Zeblote wrote:I think most people just start a new game in 0.15 because so much stuff changed.

It's more fun to re-discover everything this way too! :D
that moment of flabbergastedness when i got to military science and not knowing ratios was great. also that "wait, where is the blue science recipe?!?!"

also, where did my day go????!!!! loving it.

User avatar
Tepalus
Long Handed Inserter
Long Handed Inserter
Posts: 86
Joined: Mon Mar 14, 2016 2:47 pm
Contact:

Re: Friday Facts #187 - Space science & 0.15 graphics

Post by Tepalus »

So far everything works!

Even my old editor map works and has some of the uranium ore now!

But there seems to be a problem in generel now with the map editor. Sometimes the entities are not shown when selected to place (hard to describe it if you're not native :D )

But tomorrow i will test it more.
Factorio in a Nutshell
try and error, try and error, try and success
once again it is friday, once again i'm waiting for the news
hour for hour for hour it goes, where it stops nobody knows

User avatar
Nova
Filter Inserter
Filter Inserter
Posts: 947
Joined: Mon Mar 04, 2013 12:13 am
Contact:

Re: Friday Facts #187 - Space science & 0.15 graphics

Post by Nova »

Wat? WHAT? 0.15 is out? OMG aaahhhhHH! have to play! :D
Greetings, Nova.
Factorio is one of the greatest games I ever played, with one of the best developers I ever heard of.

User avatar
Light
Filter Inserter
Filter Inserter
Posts: 678
Joined: Mon Oct 10, 2016 6:19 pm
Contact:

Re: Friday Facts #187 - Space science & 0.15 graphics

Post by Light »

My deepest thanks to the developers for not only including a 3 fluid wagon, but also preventing disabled pumps from moving fluid even if it's storing fluid inside of itself. This was the greatest flaw when making a liquid train bus with the old pumps.

Now we can play Angel's petrochem with a flawless fluid train network capable of transporting all the fluid types without contamination.

AcolyteOfRocket
Fast Inserter
Fast Inserter
Posts: 124
Joined: Sun Mar 06, 2016 9:58 pm
Contact:

Re: Friday Facts #187 - Space science & 0.15 graphics

Post by AcolyteOfRocket »

Light wrote:My deepest thanks to the developers for not only including a 3 fluid wagon, but also preventing disabled pumps from moving fluid even if it's storing fluid inside of itself. This was the greatest flaw when making a liquid train bus with the old pumps.

Now we can play Angel's petrochem with a flawless fluid train network capable of transporting all the fluid types without contamination.
It would have been better if contaminated systems would clean themselves up over time, but there are lots of other goodies in 0.15 so I'll stick with "be careful laying long pipelines" and still be happy.

Now excuse me I must return to my map, I'm on a blue science push (which I'm glad to see is still there, thx devs) :D

gloowa
Burner Inserter
Burner Inserter
Posts: 5
Joined: Thu Mar 02, 2017 10:57 pm
Contact:

Re: Friday Facts #187 - Space science & 0.15 graphics

Post by gloowa »

Any chance of 1.5 preview making it to GOG?

Noobc0re
Burner Inserter
Burner Inserter
Posts: 18
Joined: Mon Jan 30, 2017 7:24 pm
Contact:

Re: Friday Facts #187 - Space science & 0.15 graphics

Post by Noobc0re »

Wait. Rocket will still be the victory condition right?

daniel34
Global Moderator
Global Moderator
Posts: 2761
Joined: Thu Dec 25, 2014 7:30 am
Contact:

Re: Friday Facts #187 - Space science & 0.15 graphics

Post by daniel34 »

Noobc0re wrote:Wait. Rocket will still be the victory condition right?
Yes.
quick links: log file | graphical issues | wiki

Airat9000
Smart Inserter
Smart Inserter
Posts: 1418
Joined: Fri Mar 28, 2014 12:32 am
Contact:

Re: Friday Facts #187 - Space science & 0.15 graphics

Post by Airat9000 »

daniel34 wrote:
Noobc0re wrote:Wait. Rocket will still be the victory condition right?
Yes.
In a free game is the same? Or is it infinite?

daniel34
Global Moderator
Global Moderator
Posts: 2761
Joined: Thu Dec 25, 2014 7:30 am
Contact:

Re: Friday Facts #187 - Space science & 0.15 graphics

Post by daniel34 »

Airat9000 wrote:
daniel34 wrote:
Noobc0re wrote:Wait. Rocket will still be the victory condition right?
Yes.
In a free game is the same? Or is it infinite?
It is the same as in 0.14. After launching the first rocket with satellite the victory screen will appear and you can choose to continue the game if you want.
quick links: log file | graphical issues | wiki

tommygunner70
Inserter
Inserter
Posts: 26
Joined: Fri Mar 04, 2016 2:22 pm
Contact:

Re: Friday Facts #187 - Space science & 0.15 graphics

Post by tommygunner70 »

I think there is something wrong with the mod portal ( mods.factorio.com ) it works really really slow and more often then not errors out to a blank page saying
Application error
An error occurred in the application and your page could not be served. If you are the application owner, check your logs for details.
only managed to log in after about 4 times trying. let along how many tries to finally start downloading a mod. I don't envy the trouble I'll have trying to upload an update for one of my mods.

Supercheese
Filter Inserter
Filter Inserter
Posts: 841
Joined: Mon Sep 14, 2015 7:40 am
Contact:

Re: Friday Facts #187 - Space science & 0.15 graphics

Post by Supercheese »

daniel34 wrote:It is the same as in 0.14. After launching the first rocket with satellite the victory screen will appear and you can choose to continue the game if you want.
Although the new remote interface with the freeplay scenario (referencing silo-script.lua in the core package) makes it so that you can disable this base victory condition and script in your own endgame goals.

Post Reply

Return to “News”