Factorio

Factorio Dev Tracker




25 Apr


19 Apr


12 Apr


11 Apr

Post

Modding

  • Added an optional "mods" to simulation definitions.

Scripting

  • Disabled the majority of the lua "debug" library due to security issues.

Bugfixes

  • Fixed LuaEntity::set_request_slot would not accept count of 0. more
  • Fixed first tutorial level advancing to a wrong story step after drill is set in quickbar. ...
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05 Apr

Comment

Originally posted by FewAdhesiveness803

  • Ugly
  • Inefficient
  • Tedious
  • Obscures the items on the belts
  • Doesn't work for underground belts

At the first glance I thought these are the revisited quality names lol

:D


29 Mar


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.