Scenario pack 0.4.1 released

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kovarex
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Scenario pack 0.4.1 released

Post by kovarex »

Hello, we also released the first version of scenario pack.

It is downloadable on the page: https://www.factorio.com/settings as long as you have the Furnace Attendant (the 20Euro tier) and higher.

As always, we will be helpful for any bug reports/comments/ideas.

Keep in mind that this is the first version of the scenario pack and we will upgrade it continuously the same way we update the game.

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Re: Scenario pack 0.4.1 released

Post by Wardiaper »

Thank you for making the upgrade possible. For those wanting to upgrade - not sure if already mentioned - just click preorder when you are logged in on the main page and it will show 0 euros for your current tier and 10 euros for the next tier to get the scenarios.

Edit - I wanted to upgrade just to help support the best new indie game - but these scenarios are pretty awesome. They will actually be great training for the main game. I've been kinda lazy and not really thinking about being efficient and smart with my factory layouts. Thanks for making me a little smarter already :D

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Re: Scenario pack 0.4.1 released

Post by FreeER »

I had an issue with transport belt madness. I played it and then I noticed that I'd misplaced a belt so that the inserter couldn't pick the item up, so I clicked back to building, fixed it and started it back up. Only the items were not cleared from the chests so there were more than 21 items, since the code basically checks for ==21 not >=21, and I didn't want to clear the level and lose my work :) I used the console to clear the chests, rerun the scenario (giving 20 items) and wrote a for loop to add the last item to all of the chests lol

As for tight-spot...I'm trying to keep the setup as small as possible and having issues lol I am not the most efficient of designers :D
I haven't tried the supply scenario yet though it looks like a fun challenge :)
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Re: Scenario pack 0.4.1 released

Post by wrtlprnft »

You can also clear the chests by ctrl-clicking them… It's kind of cheating because you can get more steel plates that way.

In fact, you can use the same method to win the level without placing a single transport belt :-D

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Re: Scenario pack 0.4.1 released

Post by SilverWarior »

I started with Tight spot scenarios and I'm getting a bit frustrated by the fact that when I fail to compleete the scenario I had to start all ower from scratch.
And you can imagine how frustrating it was for me when I failed for the first time only becouse I forgot to set what asembling machine should be asembling :oops:
Second time I nearly reached the goal (same desing I used the firt time). Third time I probably failed only becouse I forgot to power one of the inserters.

So I suggest that it is posible to go and simply redesign your design upon failing the scenario wthout the need to start all ower. Of course the drawback of this would be that you can not unclaim already purchased land so your design would have to be even more eficient to cover up all of the cost of that land.

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Re: Scenario pack 0.4.1 released

Post by FreeER »

SilverWarior wrote:frustrated by the fact that when I fail to compleete the scenario I had to start all ower from scratch.
Save right before hitting start lol
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Re: Scenario pack 0.4.1 released

Post by kovarex »

SilverWarior wrote:I started with Tight spot scenarios and I'm getting a bit frustrated by the fact that when I fail to compleete the scenario I had to start all ower from scratch.
And you can imagine how frustrating it was for me when I failed for the first time only becouse I forgot to set what asembling machine should be asembling :oops:
Second time I nearly reached the goal (same desing I used the firt time). Third time I probably failed only becouse I forgot to power one of the inserters.

So I suggest that it is posible to go and simply redesign your design upon failing the scenario wthout the need to start all ower. Of course the drawback of this would be that you can not unclaim already purchased land so your design would have to be even more eficient to cover up all of the cost of that land.
Hello, it is said in the scenario itself:
BEFORE you press a start to run the simulation, make sure to SAVE your game.
Also, you can unclaim the purchased land, just build the wall back and you will get the money.
I guess that we could automate the save and offer to go back to it in the script, or to make the script being able to clear the progress and get back to building (something like "back to building" button in the transport belt madness)

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Re: Scenario pack 0.4.1 released

Post by SilverWarior »

kovarex wrote:Hello, it is said in the scenario itself:
BEFORE you press a start to run the simulation, make sure to SAVE your game.
I gues I missed that. :oops:
kovarex wrote:Also, you can unclaim the purchased land, just build the wall back and you will get the money.
Now you tell me. I was less than 10 credits away from finishing the scenario. :(
kovarex wrote:I guess that we could automate the save and offer to go back to it in the script, or to make the script being able to clear the progress and get back to building (something like "back to building" button in the transport belt madness)
Yes implementing someting like back to building in transport belt madness would be nice. But make sure that script would realy reset the inital conditions where needed (there is already known bug in transport belt madness scenarios).

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Re: Scenario pack 0.4.1 released

Post by kovarex »

SilverWarior wrote: Yes implementing someting like back to building in transport belt madness would be nice. But make sure that script would realy reset the inital conditions where needed (there is already known bug in transport belt madness scenarios).
I really like the idea, that save would contain saves inside of it (kind of meta ^^), script would have access to it, and could go back to some internal-save.
This has one big advantage, when you go back, it wouldn't be seen in the replay.

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Re: Scenario pack 0.4.1 released

Post by kovarex »

I just released 0.4.2 version of the scenario pack.
The connection of the levels in the transport belt madness was fixed.
Also, I found the solution based on the synchronisation quite cheaty, so I (probably) disabled it, by making input inserter basic and output fast.
I mean, I liked the solution, it is nice idea, and I would keep it there if it was just usable for single level, but with this, practically all of the levels are solvable way to easily :)

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Re: Scenario pack 0.4.1 released

Post by omagaalpha »

warm up level the inserter are the wrong way of Scenario pack of 0.4.2 :P

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Re: Scenario pack 0.4.1 released

Post by wrtlprnft »

kovarex wrote:I mean, I liked the solution, it is nice idea, and I would keep it there if it was just usable for single level, but with this, practically all of the levels are solvable way to easily :)
I understand :-)

It was however only usable on the last two levels because you need fast transport belts for it to work (at least the tiles near the goal need to be fast, otherwise the first inserter can pick up two items). And I think it's less useful for the 5th level, which is much more chaotic than the 4th.

One could of course create another level which requires this trick to be solved ;-)

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Re: Scenario pack 0.4.1 released

Post by kovarex »

omagaalpha wrote:warm up level the inserter are the wrong way of Scenario pack of 0.4.2 :P
Omg, sorry for that, we changed the orientation to direction in the binary and in the script, but I didn't realize, the public version of the factorio still uses orientation ...

Long story short, I made 0.4.3 version now that should be compatibile.

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