Factorio

Factorio Dev Tracker



24 Nov

Comment

Originally posted by Josh9251

They removed 2 letters...

And we still get paid 😎

Post

Modding

  • Changed tip trigger name from "unlocked-recipe" to "unlock-recipe" to be consistent with the way other triggers are named.

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

External link →

23 Nov

Comment

Originally posted by egerlach

My understanding is that he's not working on the expansion, but on technical documentation for the main engine.

You're thinking of Therenas, not Earendel


22 Nov

Post

Bugfixes

  • Added tip about power pole coverage when drag-building.
  • Fixed that the distance between first and second pole in the dragging electric poles tutorial was 6 tiles instead of 7.
  • Fixed LuaGameScript::save_atlas() function would crash the headless server. more
  • Fixed possibility for the victory screen to be hidden behind other GUIs under specific circumstances more
  • Fixed generator and fluid energy source t...
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05 Nov

Post

Bugfixes

  • Fixed "create-trivial-smoke" triggers being interpreted as "create-entity" triggers in the prototype explorer which could cause a crash. more
  • Added migration for saves with inserters that have NaN hand height or hand length.

Scripting

  • Added LuaGuiElement::swap_children().

Modding

  • Sub items are now removed from items used in hand-crafting.

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

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01 Nov

Comment

This is a problem with Windows, there is information on our forum of how to solve it: https://forums.factorio.com/viewtopic.php?p=550992#p550992


31 Oct

Comment

Originally posted by oconnor663

I cratered when my run got to arcospheres. I could never figure out an elegant solution. I really enjoyed the circuitry involved in automating rocket deliveries, even though it was quite complex. But arcospheres just killed me. Did I miss some simple mathematical insight? Or was it a mistake to try to get things to work with a few dozen spheres, and I should've farmed hundreds or thousands?

I think I got about 150 for my setup to function. I guess it depend on the system really heavily, but for example every of my 2->2 machines had its own requester chest always trying to fill, so that alone was quite some buffer to start with.

A few dozen sounds quite low, that's how much I got from the first trip for collecting some spheres


28 Oct

Post

Bugfixes

  • Added migration for saves with particles that have NaN movement vector.

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

External link →

27 Oct

Post

Bugfixes

  • Fixed that setting the scale parameter to zero in a spidertron leg definition would cause a "double value not in range for fixed point number" error. more
  • Fixed crash when destroying a vehicle on the same frame a tooltip is created for the vehicle's weapon and ammo bar. more
  • Fixed that building an entity over other forces' ghosts and undoing would transfer ownership of those ghosts to the undoer's force.
  • F...
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26 Oct

Comment

Originally posted by modernkennnern

These Multiplayer-related changes tho :o

Time to up packet rate to 1000. Gotta have the most up-to-date tick 🤔

You're the one they warned us about

Post

Changes

  • Reduced multiplayer latency on very good connections by up to 66ms(4 ticks). more
  • Changed multiplayer latency calculation to be smoother. This should reduce multiplayer stutter on bad connections.
  • Changed default network send rate from 30 to 60 packets per second and added an option to configure the rate in server-settings.json.

Bugfixes

  • Add a 70% damage bonus to discharge defenses with Energy Weapons Damage 6 and 7. more
  • Fix...
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13 Oct

Comment

I just treated it as a separate closed environment. I've put it into it's own logistic network, and then figured out very basic logic to determine when should it try to use which recipe, based on some min/max that it should try to keep. As others said, a display showing the current balance is insanely helpful.

Once some minimum in the logistic network, only then I allowed it to output that arcosphere to the main logistic network. That way I'd never get into a deadlock where it'd just run out of a type.


11 Oct

Post

Bugfixes

  • Fixed an API error when checking for updates for a large number of mods. more
  • Fixed that inserters wouldn't remove burnt result items from assembling machine recipes with no item outputs. more
  • Fixed vehicle weapon slots GUI not highlighting with the corresponding ammo slot when selected
  • Fixed tank cannon weapon showing a "1" in the vehicle weapon slots GUI
  • Fixed that entities not containing certain collision masks would never collide with tiles. more
  • Fixed a crash when opening the tutorials GUI through Lua command. more
  • Rocket silo no longer drains more energy at night. more
  • Fix tank cannon showing smaller range than the cannon shells. ...
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23 Sep

Post

Bugfixes

  • Fixed false positive tile corruption detection when 255 tile prototypes were defined. more
  • Fixed pollution overlay misalignment at certain zoom level/map position combinations. more

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

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22 Sep

Comment

Originally posted by -SammyP6-

so in theory a bad friend could get mad at me and ban me for no reason on their server and then i cant play on any multiplayer server?

There is a threshold of ban activity that needs to be met, 1 ban certainly isn't enough

Comment

Originally posted by Ludwig234

Alright, so it is a little bit like VAC in that case.

Do the server owners set a limit on how many reports are allowed on one account to join the server. I am assuming your servers keep a count of all reports on a specific user and send it to the game servers. Or do your servers do all that and just classify a user as banned if the reports exceed a limit.

This is great news by the way.

For now its just a true/false banned or not. In the future we may add some customization, like number of bans, or something. First we'll see how effective it is with the most rudimentry system.

Comment

Originally posted by Ludwig234

How does it determine who to ban, IP addresses or usernames? If I remember correctly in DRM free version of factorio (the zip verison) you don't have to login or anything so how does it work in that case?

The bans are based on the Factorio account of the user.

The Auth bans are only in effect if the server has user verification enabled. So if you join a server that doesn't verify user names, it cannot check ban status (as by definition, unauthenticated servers don't contact our servers for anything).

Comment

If anybody has any questions about the Factorio Auth server bans, please leave a comment here or on the Forum.

Post

Features

  • Added auth server bans feature for multiplayer games. When enabled this will inform the Factorio.com authentication server of ban and unban commands issued in multiplayer sessions. Designed to combat griefers in multiplayer games, it will also query the authentication server for a ban recommendation when a user tries to connect.

Bugfixes

  • Fixed that trigger prototype flag filters didn't work correctly when an entity had no flags set. more
  • Fixed a crash after inserting fuel into burner inserter while it was already trying to fuel itself. more
  • Fixed that unrelated entiti...
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09 Sep

Comment

Close the game, and open the config.ini, Then you can edit the active-gui-environment-volume-modifier=0.400000.

Changing it to 1 should be what you're after