Factorio

Factorio Dev Tracker




12 Apr

Post

It was November of 2021 when we started conversations with Petr Wajsar, a very talented Czech music composer, to create the soundtrack for the Factorio expansion. Since then we have been working together on the soundtrack of Factorio Space Age. Conceptualising and finding solutions to our not small amount of problems, and filling the expansion with quality music, specially designed for the best possible Factorio experience.

Petr is a very special musician, because besides being a proven master of electronic music, his education and experience in the conservatory makes him capable of composing music using the full range of a classic orchestra. His modern style of going to more experimental solutions, makes him very flexible at ...

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11 Apr

Post

Modding

  • Added an optional "mods" to simulation definitions.

Scripting

  • Disabled the majority of the lua "debug" library due to security issues.

Bugfixes

  • Fixed LuaEntity::set_request_slot would not accept count of 0. more
  • Fixed first tutorial level advancing to a wrong story step after drill is set in quickbar. ...
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05 Apr

Comment

Originally posted by FewAdhesiveness803

  • Ugly
  • Inefficient
  • Tedious
  • Obscures the items on the belts
  • Doesn't work for underground belts

At the first glance I thought these are the revisited quality names lol

:D

Post

Hello,
Today we have a quite a range of new features and improvements coming in 2.0.


Whole belt reader

Often times, you want to read the contents of a whole line of belts. Maybe you're doing some sushi set up, or just want to get an accurate gauge on how much stuff you have without buffering to a chest.

The way to do it, is to read every belt, but this has some drawbacks:

  • Ugly
  • Inefficient
  • Tedious
  • Obscures the items on the belts
  • Doesn't work for underground belts

So we decided to make it work nicer. Boskid added a new mode you can choose when selecting the 'Read belt contents' mode.

It will read all the belts in the same 'Transport line' a...

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29 Mar

Post

Hello,
Today we have another dose of anti-frustration improvements for you.


Spidertron RTS tool

Lets be honest, the Spidertron selection and control in 1.1 is a bit janky. As fans of RTS games, we know we can do better, and its not like we're reinventing the wheel here.

So we have rebranded the 'Spidertron remote' as the new 'RTS Tool', and the control should feel very intuitive.

  • It is activated using the ALT + A hotkey.
  • Left click and drag to select Spidertrons.
  • Right click to command Spidertrons to go to location.

Mp4 playback not supported on your device.

The RTS tool remembers the last selection of Spidertrons, so pressing ALT + A again will have the previous group of Spidertrons already selected. Another detail is that...

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26 Mar

Post

Bugfixes

  • Fixed a crash when watching a replay when other player looks into blueprint library. more

Modding

  • Added StorageTankPrototype::show_fluid_icon.

Scripting

  • Added LuaEntityPrototype::vector_to_place_result.

Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.fac...

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22 Mar

Post

Hello,
When playing with trains, you tend to spend a lot of time building train stops. In my latest playtesting, I noticed a few annoyances and pain points, which we will go in to today, along with some other improvements for 2.0.


Train stop GUI showing on the way

The Train stop GUI got a new lick of paint for the 2.0 update. Generally this was to make it conform to the typical layout of the entity GUIs, but I also took the opportunity to add a feature we were missing a little bit, that is the 'Trains on the way' tab.

Now you can tell which trains are coming to this specific stop.


Train naming and train limit

There is an important order of operations when setting up a new train stop, and if you do it wrong, you can lead yourself to an unpleasant situation:

...

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20 Mar

Post

Gui

  • Added Paste button to exchange string import GUIs
  • Scrolling is smoother when using scrollbars with a controller.
  • Hotkey hints GUI will try to move out of the way of chat messages.

Bugfixes

  • Fixed that LuaForce::chart_all() wouldn't chart surfaces that had never had any charting. more
  • Fixed LuaEntity::circuit_connection_definitions could return copper wires from ghost entities. ...
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15 Mar

Comment

Originally posted by sbarandato

Can somebody do the math for how much power is that foundry eating up? For the sake of argument, let’s just assume it consumes as a refinery.

37.6MW

Hello,
if we have any circuit lovers reading, this is another dose of facts for you.


Radar transmission networkkovarex

It might be useful sometimes, to send circuit signals over long distances. I personally never used it for anything, but when we were playtesting a while ago, Boskid insisted that we include circuit wires into our rail blueprints, because you never know when it might be useful.

I felt uneasy about it, because it goes against the coding principle of "write it when you need it", as it adds a bloat for something which might not even be useful later. But I understand, that if it actually becomes needed, it would be way harder to fix later.


This is how our rail system looked "just in case".

To avoid this dilemma, we added a long requested feature of wireless circuit transmission using Radars.

...

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08 Mar

Post

Surprise! There are 5 new planets in the expansion.

The first planet you arrive on is a strange new land, rich with iron, copper, coal, stone, oil, and uranium. Everything a starting factory needs and more. There's also water, fish, grass and trees. Yes, this is a fertile land, and we will thrive. We will rule over all this land, and we will call it... "This Land" "Nauvis".

Nauvis planet icon

So yes, the new planet Nauvis is similar to the 1.1 version of the map, but there are some substantial updates. Hopefully this is a surprise for you, because updates to the base map weren't planned at all. It just got harder and harder to not make changes after getting more experience with the other planets and seeing things that were missing or broken.

For clarity, these changes affect the 2.0 version in gener...

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04 Mar

Comment

Originally posted by imacomputr

This is the first FFF that has me a little apprehensive. My preferred playstyle is to build at massive scale in nice neat lines, and it looks like Fulgora is antithetical to both goals. Constraints like limited space and limited resources (or managing consumption of scrap-harvested resources) I find more tedious than fun. I recognize I'm probably not the majority in this, and I'm willing to be proven wrong.

That said, the new building types, the aesthetics, and the general bar for quality are all amazing as always.

Yes, there is this late game "fundation" landfill, which works both on lava on vulcanus and here, so you can do any kind of tilable factory designes when you scale up later in the game.

The tile is relativelly expensive, and only buildable on a specific planet, so it won't be cheap, but that is one more reason to scale up to be able to scale up even more right?


01 Mar

Comment

Originally posted by Nicksaurus

https://cdn.factorio.com/assets/blog-sync/fff-400-alerts-gui.png

How are these alerts grouped? Do you do try to merge alerts in the same area or do you split them for each missing item type?

I forgot to mention it, the alerts are grouped by position, so 20 damage alerts for 1 wall being attacked don't spam up the list