Factorio

Factorio Dev Tracker




22 Feb

Playtesting (kovarex)

We have been playtesting a few days this week. There were some things we had to fix on the fly, but we still were able to play quite a lot, so I would say that it went surprisingly well. We have been able to get 3 multiplayer bases into a late game stage.

Tile pollution tweaks

As we played 3 different games already, we discovered that the tile pollution absorption values are quite weird. Water was actually absorbing more pollution than grass, which in combination with the fact that water heavy worlds have less biters and more choke points, makes it way too easy compared to a desert world. In addition, grass and sand pollution absorption was brought closer together, as the difference between desert world and grass world when it comes to bitter attack intensity was way too high.

Pollution absorb setting

In 0.16 one of the the map starting settings related to pollution is called Dissipation rate. Its tooltip says "Control how f...

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15 Feb

The release plan (kovarex)

This week was the time to close and finish all the things that will go to 0.17.0.

Not all of the things that we originally planned to be done were done (surprise), but we just left any non-essential stuff for later so we won't postpone the release any further. The plan is, that next week will be dedicated to the office playtesting and bugfixing. Many would argue, that we could just release instantly and let the players find the bugs for us, but we want to fix the most obvious problems in-house to avoid too many duplicate bug reports and chaos after the release. Also, some potential bugs, like save corruptions, are much more easily worked on in-house.

If the playtesting goes well, we will let you know next Friday, and if it is the case, we will aim to release the week starting 25th February.

After release plan

Since there are a lot of things we would like to do before we can call 0.17 good enough, we will simply ...

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