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Factorio How To Use Fluid Wagon

This week, we're dorsum to our regularly scheduled programming with another episode of our favorite series: The Nauvis Archives! stringweasel cracks open the history books once again to wait at some old mods, and how they eventually became role of the vanilla experience. At the cease, nosotros have a quick poll for you lot, dear reader; we'd appreciate it if you could take the two minutes to answer those questions.

Nauvis Archives: From Mod to Vanilla stringweasel

Factorio has a very rich modding community. There's mods for almost anything y'all can retrieve of. From consummate overhaul mods like Infinite Exploration or Krastorio 2, to small quality of life mods like Squeak Through, or the ability to mind to KnightRider music while y'all're driving. Some mods are more popular than others - some fifty-fifty reaching over a million downloads. The greatest honor a modder can likely achieve however is to have their mod incorporated into the vanilla game. Quick examples of this can be Research Queue or Landfill, or even the mod modder Rseding that was incorporated into the vanilla team.

I downloaded and investigated a few of these mods that were added to the game at some signal. You might notice that some of the referenced mod pages link to the Factorio Forums and non the Mod Portal. This is because earlier Factorio 0.xiii (released in June 2016), all mods were hosted on the Factorio Forums. It was only with the launch of Factorio 0.13 that the Mod Portal became available.

Transporting Fluids

Nowadays fluids are very like shooting fish in a barrel to transport. You can use trains with fluid wagons, maybe elementary pipes, or even fluid barrels to transport whatever fluid to whatsoever location. Even so, it wasn't always this like shooting fish in a barrel. Fluid wagons weren't added to vanilla until April 2017 with Factorio 0.15. Before that y'all had to barrel your rough-oil at the outpost and unbarrel it over again at your base - which required very careful management of your empty barrels. Or, you lot could just download the Track Tanker mod which was originally made by JamesOFarrell. It was released in November 2014 as an extension of his Wagons modern. At some point Choumiko took over maintanance of the mod and it was moved to the mod portal.

The Railtanker modernistic equally seen in Factorio 0.12 (although it had been released in Factorio 0.11 originally). Notice the old train graphics, and how there is no one-tile-gap between the wagons.

This mod had a few limitations. For example, you could not place whatever inserters next to the rail tanker because it would remove the fake items inside the tanker and corrupt information technology. The only way to make full or empty it was by using a maximum of ii of the very weak small pumps - in that location was no regular pump yet. The placement of the pump was also inconsistent, especially after train sizes changed in Factorio 0.thirteen, but the track tanker'southward size remained more often than not the aforementioned. As an interesting side notation, when the vanilla fluid railroad vehicle was finally added in Factorio 0.xv, yous could originally store store three different liquids within one fluid wagon. Ever wondered why the vanilla fluid wagon has three separate tanks?

The other main way of transporting fluids long distance was using barrels. Barrels were part of Factorio from relatively early on on, only initially the histrion was limited to but barreling crude-oil. The beginning person to mitigate this trouble was a modder nonchalantly named btw with his Liquid Station modernistic, which was released in March 2014 for Factorio 0.9. In this mod you lot could to butt any fluid, only you had to use a special machine - called a Liquid Station - to do then.

The Liquid Station mod as seen in Factorio 0.10. Here, sulphuric acid is moved between two storage tanks

This commencement mod was not maintained for long. However, it soon prompted a new modernistic which is much closer to what we know today. This mod was chosen Fluid Barrels, created by firegrenade and published in January 2015 for Factorio 0.eleven (and afterward transfered to the mod portal). With this modernistic, any assembler could be used for barreling/unbarreling, which is how it works for vanilla today. Information technology took until April 2017 though, with Factorio 0.15 - three years afterwards the Liquid Station Modernistic - that any fluid could be barrelled in vanilla Factorio. Some other honourable mention for a barreling modernistic is Omnibarrels by GotLag. The graphics he created well-nigh likely inspired vanilla graphics for quite some time subsequently the art was requested from him past the developers:

Conversation between V453000 and GotLag
Conversation betwixt Wube developer V453000 and the modder GotLag (besides goes by Stone Cold Jane Austin). It took place on the #fri-facts aqueduct on the offical Factorio Discord. (Link to conversation)

The Picker Tool (The Q-primal)

In the olden days, you could non just press Q while hovering over a building and take it magically appear in your cursor. No, yous had to manually notice it in your inventory or in your quick bar. If you used your quickbar you lot as well had to search through some unwanted items, since in those days it was a divide inventory and not shortcuts. A modder named Tinyboss saw this constant struggle and made the original Picker mod in August 2015. After a while Tinyboss allowed the renowned modder Nexela to take over the mod'south maintenance, who and so created the Picker Extended Mod.

Screenshot of modpage for Picker mod
The modern page of the original Picker mod afterwards information technology was moved to the Mod Portal. (Tinyboss goes past many descriptive aliases)

Luckily, in Factorio 0.15 some of this modern's functionality was included in the vanilla game. Even though this modernistic's premise is fairly simple, it is very powerful. Information technology'southward one of those features that every bit soon as you become used to it, you cannot imagine playing without it. Information technology should be noted that just a small part of the mod's functionality was added to vanilla. The mod is withal available, and has an extensive set of other useful features.

Personal Roboport

A lot of Factorio players rush for the personal roboport when edifice a base. It'due south difficult to imagine Factorio without it. Just thinking about edifice an unabridged rail network by hand or having to set endless outposts makes you long for the assist of some friendly structure bots. However, this amazing tool was only added to vanilla Factorio in July 2015 with Factorio 0.12. Before that, they were known simply as Pocket Bots, and were merely available as a mod.

PocketBots in research menu
The Pocket Bots engineering screen every bit shown in Factorio 0.12

Pocket Bots was released in June 2014 by JamesOFarrell on a Factorio Forums thread called: Pocket Bots: Construction bots for your pocket. And every bit you can imagine, this mod became very popular and was used by many. To make the mod work in that old version of Factorio, JamesOFarrell had to exist clever with hacks. Information technology seems similar he had to create a temporary logistic chest at the players feet for the robots to be able to selection upwards (or drop) the items. At that place was no other manner to option it up directly from the players inventory. It had other quirks equally well, like just working exterior your roboport coverage, but that is typically where it was nigh used.

An example of the pocket bots in use. Notice the temporary cosmos of a logistic chest at the players feet.

The developers noticed how popular and useful this mod was, and almost exactly a yr later the vanilla Personal Roboport was teased in Factorio Fri Facts #92 in training for Factorio 0.12. It should be noted that in Factorio 0.12 there was just i personal roboport type, and no upgraded MK2 version. This meant that to have 100 working personal construction robots you had to have 10 personal roboports! It wasn't until Factorio 0.15, released in Feb 2019, that nosotros received the Personal Roboport MK2, which immune you to hands utilise 100 personal robots using only 4 personal roboports.

The Pattern String

A design cord is used to import and export blueprints to and from your game. This can be annihilation from nuclear builds, components for a rail network, or perfect-ratio solar blueprints. And as you might approximate, this was also a mod before information technology was built into the game. Blueprints were added with Factorio 0.nine, but soon afterwards that people wanted to start sharing their blueprints. As happens so often, a modder came to the rescue. This fourth dimension it was JamesOFarrell again, the guy that brought us PocketBots, who and then created a famous mod called Foreman in November 2014.

Screenshot of Foreman GUI
The Foreman GUI as seen in game (taken from the forum post)

Nonetheless, technically JamesOFarrell was non the outset to implement the blueprint string, even though this modernistic was most likely its predecessor. Rather, the primary characteristic of the Foreman modernistic was only the managing of blueprints. There were no blueprint books at that point - they were only added in Factorio 0.13, two years later. This meant each blueprint was saved seperately in your inventory, which would apace clog it up. Therefore, besides managing blueprints, 1 of Foreman'due south features was a way to import/export these blueprints. Only still, it didn't create design strings originally. It instead created pocket-size snippets of Lua lawmaking! Below is an case of a reduced piece of the *.pattern file that it created - that could exist read with any text editor.

                          practice              local              blueprintData              =              {              icons              =              {[              1              ]              =              "fast-send-belt"              ,[              ii              ]              =              "banality"              },              entities              =              {[              1              ]              =              {              blazon              =              "send-belt"              ,              position              =              {              10              =-              eight              .              5              ,              y              =-              iii              .              5              },              name              =              "fast-transport-belt"              ,              orientation              =              0              ,              management              =              4              ,              entitynumber              =              i              },[              2              ]              =              {              type              =              "transport-belt"              ,              position              =              {              10              =-              eight              .              5              ,              y              =-              4              .              five              },              proper noun              =              "fast-transport-belt"              ,              orientation              =              0              ,              direction              =              4              ,              entitynumber              =              two              },[              3              ]              =              {              type              =              "pipage-to-ground"              ,              position              =              {              ten              =-              seven              .              v              ,              y              =-              4              .              5              },              proper noun              =              "piping-to-ground"              ,              orientation              =              0              ,              direction              =              2              ,              entitynumber              =              3              },[              4              ]              =              {              type              =              "inserter"              ,              direction              =              four              ,              filters              =              {[              1              ]              =              {              index              =              1              },[              2              ]              =              {              index              =              two              },[              three              ]              =              {              alphabetize              =              3              },[              4              ]              =              {              index              =              4              },[              5              ]              =              {              index              =              five              }},              weather              =              {              cherry              =              {              count              =              five              ,              operator              =              ">"              ,              name              =              "raw-forest"              },              logistics              =              {              operator              =              ">"              ,              count              =              1              },              light-green              =              {              operator              =              ">"              ,              count              =              i              }},              entitynumber              =              4              ,              orientation              =              0              ,              connections              =              {              red              =              {[              1              ]              =              74              },              light-green              =              {}},              name              =              "smart-inserter"              ,              position              =              {              x              =-              half dozen              .              5              ,              y              =-              three              .              5              }},[              v              ]              =              {              type              =              "banality"              ,              position              =              {              ten              =-              6              .              5              ,              y              =-              4              .              5              },              proper noun              =              "boiler"              ,              orientation              =              0              ,              direction              =              0              ,              entitynumber              =              5              },              ...              name              =              "PowerSmart"              };              return              blueprintData              ;              finish                      

And as you might imagine, this resulted in very large blueprint files and information technology became quite unwieldly. There were discussions virtually how reduce the blueprint'due south footprint, for example by using zip files, but zip resulted in a robust implementation while maintaining ease-of-use. Nonetheless, less than two weeks afterwards Foreman was released, a famous modder called DaveMcW solved this problem. (If you don't know this name nevertheless, come across this commodity). He solved the blueprint size problem past compressing the mentioned code snippet using a gzip + base64 format, and thus created the now-famous Design String.

Screenshot of Blueprint String GUI
The piece of cake-to-use Blueprint String GUI every bit seen in game (taken from the forum post)

Shortly afterwards this mod was released DaveMcW likely helped JamesOFarrell to support blueprint strings in Foreman too. These 2 mods ruled the pattern landscape. If you wanted to share blueprints, y'all used Blueprint Strings, and if y'all wanted a better pattern direction tool, yous used Foreman. At some point Choumiko took over maintenance of Foreman. It wasn't until Factorio 0.15 - released April 2017, more than than two years later - that design strings were added to the game. The format of the code snippet changed slightly (which resulted in this mod), but the pinch method was yet the aforementioned every bit the one DaveMcW created.

Blueprints

Now, what are personal roboports or blueprint strings without the actual blueprints? It was on the wishlist a long time for Factorio's creator, kovarex. This tin exist seen in his forum post from 2013 - when Factorio was even so in infancy - where they were even so deciding in what management to take the game. It turns out that it was not the developers who managed to implement it first. No, the original creator was a modder named drs9999 and he made information technology a engineering science that you had to unlock.

Blueprints in research menu
The Blueprints technology screen as shown in Factorio 0.vii. The little yellow robot is the old Robotics Technology icon. It'due south also used equally the mod'south nanobots - more on that later.

This mod was first posted on the Factorio Forums in March 2013 - just over a calendar month after kovarex mentioned blueprints in the aforementioned forum and before Factorio 0.iv. These blueprints did not work nearly as intuitively equally they do today. This is simply because the game was only over a year old at the fourth dimension. There was no pick tool. At that place weren't even construction bots back then, not to even mention roboports. (The solitary logistic bots just hovered around when not in use.) Most importantly though, mod functionality were non nearly as extensive as it is today.

To circumvent these limitations, the creator created markers that you could place down. These markers were used to designate an area to either save as design or to place down a saved design. Saved blueprints were saved inside the modernistic in a specific number of slots, and not every bit items like they are today. There even was an choice to select an area to upgrade. You then required nanobots (the little xanthous bots in the motion-picture show above) in your inventory that were consumed to build the blueprint in the designated area. The creator made a YouTube tutorial for more information, only I put together a very quick demo:

Example utilize of the showtime blueprints. (Redacted slightly for sit-in purposes). Notice some of the old graphics, and which ones are still in employ today.

Blueprints were added to vanilla in February 2014 with Factorio 0.9, which ways this mod was the only style to duplicate whatever part of your factory for over a year. And although it was deprecated quite quickly, it'due south nigh probable a direct ancestor to other massive mods that became very popular. Things like Nanobots past Nexela and Upgrade Planner by kds71 both work on premises that were outset shown in this modernistic. As a side note, more pattern features were modded before vanilla equally well, like blueprinting trains by DaveMcW and mirroring blueprints by NovaM.

Concluding Thoughts

Factorio has a very healthy and active modding community. This greatly increase the replayability of Factorio and expands the game to fit more playing styles. The fact that we have such an amazing modding scene is mostly because it was cultivated past the developers. They encourage modders to continue what they're doing, and even exit of their way occasionally to give modders the tools they demand to create their amazing mods. This doesn't hateful that the developers are lazy and delegating piece of work they don't want to do. Rather, they are always focused on the game's core gameplay outset - things like optimization, interface, game mechanics, etc. There merely isn't always time to implement and experiment with new and exciting features. The fact that a healthy modding ecosystem evolved around the developers helps them make up one's mind in which management to take the game, while the players become to experiment with all kinds of fun gameplay mechanics.

SovietWomble has a great video essay series explaining a similar situation where multitudes of mods in dissimilar configurations made clear what aspects the players enjoyed - similar to development and survival of the fittest. Nevertheless, in his particular story, the developers sadly didn't utilize this information correctly. In stark contrast, the Wube team is an excellent example of how to apply this information correctly. They are edifice and expanding Factorio based on what the players savor, all while empowering the talented modders. This is likely role of the reason why Factorio is currently the 3rd best rated game on Steam.

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Factorio How To Use Fluid Wagon,

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