Factorio

Factorio Dev Tracker




26 Mar

Post

Minor Features

  • Added support for volume and speed activity matching for persistent working sounds.
  • The swap-players command can now handle basic remote view and players in space platform hubs.

Graphics

  • Changed items to stop drawing health and spoilage bars when the player is zoomed too far out. more

Balancing

  • Trees no longer take damage from spores nor absorb spores as a result of taking pollution damage.
  • Gleba wetlands, lowlands, and water tiles now absorb 3 times as many spores as...
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19 Mar

Post

Minor Features

  • Added additional information to Landing pad, Platform Hub and Cargo bay in factoriopedia. more

Graphics

  • Added more variations to small explosion to improve the visuals when many small entities explode at the same time (happens a lot when a space platform is hit by a larger asteroid).

Bugfixes

  • Fixed equipment grid ghost interaction for entities that move in some cases. ...
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17 Mar

Comment

Originally posted by Zakimus

What does Wube do differently handling bug reports compared to other studios? We kid around here, but i feel that there are very few companies in general that handle QA/Bugfixes that effectively and efficiently. 

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We use the forums as our bug tracker and tell players on many occasions to report them there. This means less friction, faster responses and having the ability of the programmer to quickly communicate directly with the player.
Being the forums and not some random service means players are familiar so much more likely to report bugs.

For bugs we find internally we use Trello.


12 Mar

Post

Bugfixes

  • Fixed extra spidertron ghost being created when ghost-building spidertron snapped to existing spidertron ghost more
  • Fixed deconstruction planner would not respect deconstruction alternatives when they were inside of entity ghost. ...
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Post

Bugfixes

  • Fixed splash screen progress bar size not scaling with the UI.
  • Fixed that the can't-reach wire sprite would get drawn under some entities. more
  • Fixed that the chart drag hotkey did not work. ...
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05 Mar

Comment

Originally posted by HyogoKita19C

Just wondering, if there's a rough estimate on when the next stable patch will be?

We added a rolling consistency checker/scraper to the 2.0.33 release, which has helped us find a lot more edge cases and consistency problems, with the side effect of causing more user crashes at runtime.

So we have been giving ourselves time to make sure we cover as many as possible before promoting the latest releases to Stable (generally our rule is that it has to me more stable than the previous stable).

Post

Changes

  • Added extra info about the evaluation order and dependencies into the blueprint parametrisation UI.

Bugfixes

  • Fixed not being able to interact with GUI elements behind transparent parts of other windows. more
  • Fixed display panels not drawing text correctly at larger GUI scales. ...
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04 Mar

Post

Changes

  • Space platform "request missing materials for construction" will no longer request items for entity ghosts which can't yet be built. (https://forums.factorio.com/122185) This should help to prevent over filling of hubs while larger platforms are being built.
  • Increased minimum sprite atlas size to 4096 even when sprite resolution is set to medium. ...
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26 Feb

Post

Bugfixes

  • Fixed that inserters could get stuck when interacting with trains if the train arrived at a station without physically moving. more
  • Fixed that LuaSchedule::add_wait_condition, remove_wait_condition, and change_wait_condition expected a table of arguments instead of direct arguments.

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

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Post

Minor Features

  • Added an option to mute sound categories in sound settings. more
  • Added an option to control the volume of Programmable speaker sounds via circuit network. more
  • Added an option to stop playing sounds of Programmable speaker...
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20 Feb

Post

Minor Features

  • GUIs can now also be navigated with D-pad in controller input method.
  • Added drag-to-reorder to pins.
  • Added drag-to-reorder turret priorities.
  • Added drag-to-reorder to infinity chest filters.
  • Added drag-to-reorder to editor infinity filters.
  • Added drag-to-reorder to deconstruction planner filters.
  • Added drag-to-reorder to upgrade planner filters.
  • Added drag-to-reorder to module upgrade settings inside upgrade planner destination UI.
  • Added drag-to-reorder to inserter, loader, and asteroid collector filters.
  • Furnaces can be connected to circuit network.
  • Added fluid temperatures to Factoriopedia ingredients and products where relevant. ...
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06 Feb

Post

Minor Features

  • Extended the virtual signals, and unified/changed graphics of some of the existing ones.
  • Added an ability to pin the selected resource patch directly from map view.

Balancing

  • [space-age] Oil Refinery now collides with ice platform more
  • water-mud and water-shallow are now landfillable in vanilla (already landfillable in space age) ...
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28 Jan

Post

Minor Features

  • Show a warning in the blueprint library if it's using a lot of RAM.
  • Show a warning in blueprint and blueprint book tooltips if they are using a lot of RAM.
  • Added fluid contents to the pumpjack tooltip. more

Changes

  • Added hatch count info to platform hub, landing pad and rocket silo.
  • Reduced how much you can zoom out in god controller.
  • Multiplayer selection rectangles will only show the player name if the player's character is not visible on-screen.
  • Moved ...
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20 Jan

Comment

Originally posted by Subject_314159

u/v453000

Spoilage time of (common) fish = 2h 5m 50s = 7550s or 453000 ticks

Coincide? I think not..

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(:

Post

Optimizations

  • Improved performance when removing roboports in large active networks by 60%. more

Graphics

  • Removed reflections from lava. Tile transitions to lava now use the foam channel instead to keep their appearance. ...
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16 Jan

Post

Changes

  • Disabled achievements "It stinks and they don't like it", "It stinks and they do like it", and "Get off my lawn" in peaceful mode and no enemies mode. more
  • Adding more effect info to yumako, mash, jellynut, jelly, bioflux and slowdown capsule tooltips.

Bugfixes

  • Fixed mouse cursor showing up when exiting Steam Big Picture in controller input method. ...
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10 Jan

Post

Changes

Bugfixes

  • Fixed that item request proxies would show bad "missing materials for construction" counts. ...
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06 Jan

Post

Minor Features

  • Added smart pipette for items on the ground.

Graphics

  • Improved graphics of Recyclers.
  • Added corpse graphics for Asteroid Collectors.

Bugfixes

  • Fixed a crash when mods define heat pipes with heating_radius of 0.
  • Fixed that deleting a surface with global electric network would leak an electric network. more
  • Fixed blueprint could be configured with invalid set of grid size and absolute grid position. ...
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05 Jan

Comment

Originally posted by ARTISTIC-ASSHOLE

Link is broken, do you still have this solution somewhere?

I think it was something like this: https://i.imgur.com/9gAs3gJ.png


20 Dec

Post

Optimizations

  • Improved GUI performance when logistics status diode is part of the structure. more

Bugfixes

  • Fixed a crash when units spawned by an enemy spawner are destroyed by script during created effect.

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

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