Factorio Dev Tracker


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Latest Patch NotesVersion 0.18.8 (5 days ago)

21 Feb

Originally posted by MyNameIsTrez

I love these longer posts, I can't wait to try out the updated wave defense scenario tomorrow!

It won't be updated until next week (so you can try it out next weekend)

Originally posted by Jackeea

A reference to one of the prequels of Star Wars - in this case it's a quote from Palpatine in episode 1.

Thats not count dooku, its frank

Originally posted by omgredditgotme

Please, using the MIRV mod makes the game really hang. Regular nukes are a little better but considering I need to leg it away from an angry hoard of radiation-toughened biters it's still not ideal.

I can add the filtering to MIRV for the after the next Factorio release :)

Originally posted by ReBootYourMind

Any plans to add proper graphics to them?


Originally posted by smurphy1

Are there any plans to add them in as vanilla entities?


Originally posted by Loraash

Ah, OK. Is the prototype staying though for mods in 1.0?

Sure, the prototypes will stay, they are super useful debug entities for us, as well as mods etc.

Originally posted by Loraash

switching the loaders to stack inserters

wait, what?

Team production would use loaders to input and output items to the player areas. However they don't have proper graphics, so I switched them to be stack inserters

Team production changes

Improving the Team production challenge was prompted by this Reddit post. Team production was made back in 2016 to test the multiplayer networking of the 0.14 update with a larger number of players without the overhead of having a large factory. Since then it has not really had much love.

So after 4 years of accruing wisdom, I started making some general improvements.

Choose your teams

I think this is one of the main suggestions people had for team production. The scenario just shuffled the players and assigned people randomly, and you could end up all alone playing against your two best friends.

Now I believe anybodies first c...

Read more

19 Feb

Version 0.18.8

4 days ago - /u/Klonan on Reddit - Thread - Direct

Originally posted by Shadowhenge

I've never been permitted to register on their forum. No clue why. I register and never get the confirmation email, not even in my spam and junk folders. I stopped bothering after the third attempt. If they can't be bothered having a working forum (or responding to the email I sent about it) then I can't be bothered to report where they expect me to. If they read this, fine... if not... oh well.

or responding to the email I sent about it

I reply to all emails, I don't see any from you about the forum registration, and if you do email I can manually activate your forum account.

18 Feb

Version 0.18.7

5 days ago - /u/Klonan on Reddit - Thread - Direct

Originally posted by credomane

Removed core lualib util.encode() and util.decode()

Why was this done out of curiosity? Also was the PVP scenario updated to not use them anymore? Last I knew it made use of these two functions.

There is the new game.encode_string() andgame.decode_string(), which replaced their functionality

Version 0.18.8

5 days ago - /u/FactorioTeam on Reddit - Thread - Direct


  • Fixed that setting infinity filters through script didn't update the GUI. more
  • Fixed that dedicated server authentication didn't work when using the token option. more

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

Read more External link →

Version 0.18.7

5 days ago - /u/FactorioTeam on Reddit - Thread - Direct


  • New visuals for poison capsule effect.
  • New dying effect and remnants for flying robots.


  • Entity destroyed alert - Sound softened and lowered in volume.
  • Weapon sounds (WIP) - new Pistol, Submachine gun, Gun turret, Laser turret.
  • Logistic chests open sound (WIP).
  • Poison capsule cloud (WIP).


  • Fixed that reordering heat buffers during the same tick a different heat buffer was built would leave the heat buffer state corrupted. more
  • Fixed that entity sounds with probabilities would loop forever once they started playing. ...
Read more External link →

17 Feb

Ryzen 7 3800X 8-core, CL 16-16-16-36 3600MHz, Base clock 4.2 GHz


  • Performed 1000 updates in 12077.453 ms
  • avg: 12.077 ms, min: 11.287 ms, max: 28.803 ms

14 Feb

Originally posted by Schump97

One improvement I would like is high resolution icons throughout; some of them now look a bit 'basic' for a 'complete' game.

(The fact that this is my biggest gripe shows how polished the game is).

HR Icons is on the TODO for 1.0 :)

Originally posted by Jubei_

The new poison cloud looks really nice!

Now if you can apply the same love to the fugly beacons, we can call it 1.0 and move on. :P

We are applying love to the beacons, but they need a lot of it, and they are very important to us, so we are really taking our time with them.

Originally posted by jordanb716

I noticed the robot death animations have velocity, will they inherit the robots velocity if it's moving? Would look pretty odd if they died and suddenly went the opposite direction lol.

nope, death particle velocity is not affected by the speed of the robot

Originally posted by Aurunemaru

It's just me or the fight robots should kinda shutdown like its batteries ran out (then crashing in the ground) instead of exploding like they were destroyed by attacks?

In the gif they were killed by damage, so they explode and die catastrophically.

When expiring there is no explosion and they fall more calmly.

Poison cloud Ernestas, posila

The poison cloud animation is a placeholder spritesheet (that kovarex found somewhere on the internet), we have wanted to improve it for a long time, but since it was always such a small detail other things took priority. Well now is the time to finish everything, big and small.

Mp4 playback not supported on your device.

Some of the problems we see with the old placeholder animation:

  • The edge (where damage will apply) is not clearly defined
  • The center strongly obstructs vision underneath the animation
  • It breaks the perspective/height illusion with its very circular shape

The new animation was done quickly and without the need of any large changes to the Factorio engine. This is the mindset we are in these days, use the engine features we already have to finish things quickly and without trouble, and we try to stop ourselves going crazy with more detail.


Read more

11 Feb

Version 0.18.6

12 days ago - /u/FactorioTeam on Reddit - Thread - Direct


  • Fixed infinite loop in renderer when trying to render water reflections created by off-screen entities under some circumstances. more

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 →

Version 0.18.5

12 days ago - /u/Klonan on Reddit - Thread - Direct

Originally posted by airfighter001

Scrolling on the map view of steam turbines or nuclear reactors seems to crash the game in this version. Don't know which of the two yet.

/edit: Crash also happens when zooming on a furnace-array, so might be something to do with the particles or clouds of those buildings.

Also found a crash case when opening a blueprint, working on reproducing it rn.

whoops, hotfix incoming

Version 0.18.5

12 days ago - /u/FactorioTeam on Reddit - Thread - Direct


  • Fixed a crash related to multiple blocks reserved for different trains but later merged by placing a rail. more
  • Fixed that construction robots were missing their working animation. more
  • Fixed circuit network debug visualization text overlap. more...
Read more External link →

A new miner?

12 days ago - /u/Klonan on Reddit - Thread - Direct

Originally posted by trixie_mcpixie

I think it would be cool if there were mining robots you could research. They would not by flying robots, would work within a ground range of a robo port, deposit into the logistics network, and need to recharge in a similar way to flying robots.

The pros would be very little pollution (equivalent to hand mining) and very little infrastructure (no belts, power poles, miner machines, etc.. just a robo port).

The cons would be that they can't increase productivity in the same way that mining productivity improves the electric miners, and speed could only be increased with worker robot speed / cargo size.

They would be useful for midgame outposts, allowing for simple setup and giving off little pollution, but later game the regular miners would be favoured again.

Like these guys: https://mods.factorio.com/mod/Mining_Drones

07 Feb

Team production challenge.

16 days ago - /u/Klonan on Reddit - Thread - Direct

Thanks for the feedback, I will take a look at the scenario again before 1.0, so this post is quite useful

When do they post? (GMT +0)
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