Factorio

Factorio Dev Tracker




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


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


08 Mar


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


23 Feb


16 Feb


09 Feb

Comment

Originally posted by Specific-Level-4541

Maybe alt-mode won’t toggle until after the player releases the key?

Yes, pressing ALT-click won't toggle the altmode, as it also isn't toggled when you do ALT-TAB.


02 Feb


30 Jan

Post

Gui

  • Trying to close a window will first close any opened drop-down. This improves navigating drop-downs with controllers.

Bugfixes

  • Fixed that empty locale would cause things to not show in GUIs. more
  • Fixed intro sound being treated as gui effect instead of music. more
  • Fixed that LuaFluidBox::get_fluid_system_contents() did not behave correctly when the fluid box was not part of a fluid system.

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

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27 Jan

Comment

Originally posted by 19wolf

so we can actually finish everything in time

In time for when?!

For the release.


26 Jan

Comment

Originally posted by buyutec

Yes but you could do that in 1.1 as well. What I’d want is, after hitting, say 100spm for all sciences, increasing only the red science production to 200 to be useful so I get some benefits before I increase all else to 200.

Thanks for the answer!

The point is, that it now depends what infinite research you mean, because not all of them nead everything.

The mining productivity research for example doesn't need any planet research even with the expansion, while most of the planets have some of its own specific infinite research. So if you improve just one thing, you can then do the one infinite research better.

But if you want to improve every research production at the same time, it actually get worse.

Comment

Originally posted by cube1234567890

How consistently will we have to name train stops? Will we have the ability to provide a signal to a train stop to determine its purpose, such as a positive value for an item signal making it a "pickup" station and a negative value making it a "dropoff" station? It's how I imagine you'd be able to make stops that want or supply different items without enforcing a naming convention from on high. Maybe we want Train stop is full of bees to supply our iron :3

That way you could use some clever circuitry to request different trains too...

We didn't do a system to be able to change the name of the stop by a circuit network, if you asked that.

It is something that would make sense to do eventually, but we have a lot of things to juggle, and we are now really trying to cut on adding things, so we can actually finish everything in time.

Comment

Originally posted by Steeljaw72

I am very curious to see what scale you think the new bases are going to be in 2.0. I have found that scale is something the community struggles with when discussing the game. Some players think 100 trains on a rail network is huge while others would think 1k trains is barely entering the mid game.

In my modular train bases, 1.5-3k trains is pretty normal. In my centralized bases, 1-1.5k is not unheard of.

Just from everything that has been said in the FFF, it sounds like you (the devs) expect bases to be way larger than what we are doing now. How many trains do you expect we will use at megabase level in 2.0? What size are your bases now (in 1.1) and how large are they in the current 2.0 build?

I have no idea. If megabase is basically as big as you can build without the game being too slow, then it depends how many optimisations can we do before the release.

Comment

Originally posted by Ekgladiator

Elevated rails..... Is there a fff I can read more about this because it sounds interesting 🤔

Sure, "fff elevated rails" google search leads right to this:
https://www.factorio.com/blog/post/fff-378