Factorio

Factorio Dev Tracker




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 ...

Read more External link ā†’

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 Iā€™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 šŸ¤”

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

Comment

Originally posted by buyutec

Did you slowly build up to 10K or planned for it? My biggest gripe with 1.0 is that you hit a certain SPM and you can't slowly increase from there (as increasing production of only 1 science is not useful), you have to plan the entire thing to hit a higher SPM. Does that change in 2.0?

Well, at some point, i built train based research production, and then just improved th emodules inserter qualities, lab qualities etc.
But at this point, increasing the lab production wouldn't be that hard, as I have modular scien production modules which I could theoretically just copy paste around.

Comment

Originally posted by Fisherman_56

Were you considering integrating purely visual mods into base game?

Disco Science and Bullet Trails, while not changing anything gameplay-wise, make Labs and Gun Turrets look so much better.

We were considering it, but never did so, because it is really really hard to make that mod and different graphis can never change anything game play wise.

Comment

Originally posted by subjectivelyimproved

Are you planning to precalculate the routes for trains as part of building rails and scheduling trains, instead of pathfinding on-the-spot?

Or are you referring to collision checks?

Consider me teased either way

The slowest part now is the collison checks of the moving trains, as every train needs to calculate the potential collisions for ever wagon, which is often rotated every tick when it is moved. And also, it needs to re-register the entities of the wagon as they move every tick.

The problem is, that with all these checks, it almost always never hit anything. So the idea is, that in the very rare case something is on the rails (only player, biters or vehicles basically), it would specially register on the related rails. So the train moving on rails, would (almost all of the time), just check that there is nothing on the rails, and it doesn't need to check anything.

With this idea, the train moving could be much much cheaper.

Comment

Originally posted by JimmyDean82

600 trains was ages ago for me. And my base is only 1/5th done. Think Iā€™m at almost 2k trains.

Oh, I hope we get to do the train moving optimisation I'm planning for so long (we probably will), the more trains there is, the more it will help obviously.

Comment

Originally posted by Professional_Goat185

This implies that the overall train traffic gets increased a lot, so the quality of intersections and the train network as a whole stops being just theoretical problem

uh, it definitely is not a theoretical problem now, with megabases people are building.

Also does that mean that the expansion will require significantly bigger production than vanilla, or are those (and belt/inserter) changes for sake of the mods ?

The production is definetly expected to be bigger. I'm not sure how much bigger because it very much depends on your personal goals. If you decide to make almost everything legendary in the very endgame (like I did), the sheer amount of production you need for everything is huge, and the factory becomes a monster (and I enjoy it that way, obviously). I have almost 10kspm base, and yet, the science part of the factory is quite small compared to the other things.

Comment

Originally posted by captainserafinowicz

Oh My God trains in 2.0 are gonna be so much fun to use

I can confirm!

I have almost 600 trains in my 2.0 testing game, and it just works. Combined with the bulk inserters and quality, the typical train producing outposts fill train after train.This implies that the overall train traffic gets increased a lot, so the quality of intersections and the train network as a whole stops being just theoretical problem, as it often becomes one of the important bottlenecks even with elevated rails.


21 Jan

Comment

I am not crazy! I know he's using blueprints. I knew it was a 2:3 ratio. Perfectly balanced. As if he could ever achieve such precision. Never. Never! I just couldn't prove it. He covered his tracks, he secretly snuck in a third assembler when I wasn't looking. You think this is something? You think this is bad? This? This chicanery? He's done worse. That smelting array! Are you telling me that just happens naturally? No! He planned it! Jimmy! He automated through a blueprint! And I saved him! And I shouldn't have. I let him into my factory! What was I thinking? He'll never change. He'll never change! Ever since he started, always the same! Couldn't keep his hands off the blueprint library! But not our Jimmy! Couldn't be precious Jimmy! Copying them blind! And HE gets to build a mega-base? What a sick joke! I should've stopped him when I had the chance!


19 Jan

Comment

Originally posted by BengiPrimeLOL

I don't know if Factorio actually uses it, but there's a system called symantic versioning that is often used and very useful in software, and even when it's not formally used, the fundamental principles are loosely adhered to. Simply, symver says you have 3 basic numbers in your versioning, XX.YY.ZZ (ie 1.2.73) that are defined as such, with possible implications for a game like factorio:

XX - Backward Incompatible Features. major changes _that break previous compatibility_. Changes like this would likely see mods break completely, saves may not carry over or require big conversions that may break some aspects of the save.

YY - New, Backward Compatible Features. minor changes or feature additions that do not break any backward compatibility. Mods would likely work, but mod makers may want to add bits to their mods to tie into new features. Save files would likely be safe.

ZZ - Minor bug fixes. Generally no new features, mods & saves would likely...

Read more

Yes, TL;DR, we try to only break mods in major versions. And the change would need an internal name as well, and it needs to be done at the same time, so 2.0 it is.

Comment

Originally posted by Alfonse215

I agree with this. Except for this:

adding the updated internal name will allow mods to switch over earlier

That's the thing: should they actually change the internal name? Like, ever?

That would break a lot of mods, and it's not like there could be a period where the entity has two internal names as a grace period. Every mod that deals with stack inserters would instantly break with whatever version they change that internal name on. And it would be difficult (but not impossible) for individual mods to have their own version with a grace period, where they work with both the old name and the new name depending on which version of Factorio they're running on.

It would be better for them to keep the internal names the same forever. Yes, it's confusing for mod makers, but most Factorio players aren't mod makers and really don't care about the internal name. But they do care that a bunch of their favorite mo...

Read more

You say "Programmers have to deal with hacks all the time. What's one more?"

I say: "Not on my watch"

Seriously, we alwyas keep internal names up to date with how it is called, because all the code, tests, lua code, etc. etc., it would be crazy.

Imagine you wrote a lua script, where you add a "stack-inserter" item to the player, just to be surprised, that it got bulk inserter instead ...

Post

Bugfixes

  • Fixed a crash when searching in certain icon selector GUIs. more

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

External link ā†’
Comment

Originally posted by No_Object446

Is this circuit connection limited to assemblers, or does it also work with chemical plants, refineries, centrifuges, etc.

It applied for all of them, internally they are all 'assembling-machines'