Factorio

Factorio Dev Tracker




18 Jan

Post

Bugfixes

  • Fixed crash when placing linked chest in multiplayer with hotkey suggestions enabled. more
  • Fixed that migration_applied was always false in the on_configuration_changed event. more
  • Fixed that item health bars didn't render correctly ...
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12 Jan

Comment

Originally posted by Weppet

Do you plan to rename the Stack Inserter? I feel like it would be confusing if the stack inserter does not stack items. It's almost like the names should be swapped.

Yeeeeah maybe

Comment

Originally posted by TechnicalAnt5890

Any thoughts on swapping stack and bulk inserter name?

I prefer not, changes should be made only when they make things much better, especially changes related to names we are used to.

Comment

Originally posted by Yodo9001

Does this mean that Bulk inserters can pick up upto four stacks of the same item? (Ex: 4 Artillery shells. Stack inserters are limited to one stack.)

No, the opposite, they are still limited by the stack size of the item

Comment

Originally posted by Soma91

Absolutely incredible change, but isn't the checkbox to activate the filters redundant?

Wouldn't an inserter set on Blacklist without any filters selected just behave like a normal inserter?

Well yes, but if you set your first filter and then discover you're actually setting it inverse by default, that'd be really unintuitive

Comment

Originally posted by Nazeir

So this means busses now become more compact, my 4 lanes of iron on my bus is now just 1 lane of iron. This is a massive improvement for space platforms and when we are rebuilding bases on other planets, a river of iron plates and copper plates will be reduced to a more manageable smaller area.

Well .. more like 16 lanes will be reduced to 4 :)

Comment

Originally posted by TheMiiChannelTheme

Do items with no inventory stack size still stack on belts?

I would very much like to know the implications of having a stack of nuclear reactors carefully balanced on top of each other.

Belt stacks are additionally limited by the normal stack size of the items, so things like armor, blueprints, artillery shells, cannot stack on belts.


06 Jan

Comment

Originally posted by Craigzor666

Can you parameterize train stop names?

Yes


05 Jan

Comment

Originally posted by Illiander

Can you give a link to the docs for that? I just spent 5 mins in the modding documentation and failed to find it.

Its not official yet, it will be only with the 2.0 release https://www.factorio.com/blog/post/fff-390

Comment

Originally posted by Illiander

Just give us min/max/sqrt functions in the numeric field as well as basic math.

And give us stack size as a dependent variable.

Those would let us do everything needed to set up requester chests safely.

It is using the same math evaluator used for map generation, so the support should be quite good.

Comment

Originally posted by StanFear

Ok, amazing,

but can I make a blueprint where I chose the item it is gonna create, and the Requester chests asks for X times the ingredients ? (and mybe, if the number of items needed is huge, it is configured to only ask x/2 times the ingredients ?)

Good point.
You can't do it now but it would probably make sense to make it possible somehow.
The reasonable thing would be to have an option to add 2 specific numeric parameters:
1) Count of items needed for ingredient#X of recipe Y
2) Craft time of of recipe Y
And these two then could be used in the formula of how much you want to request of the ingredients.

After that, you would have basically the same as the requester chest blueprint, but fully automated with just one recipe (and target count) to ask.


29 Dec


26 Dec

Post

Bugfixes

  • Fixed a crash when entering bad number values in some input fields. more
  • Fixed a crash when removing an item that is being used to hand craft a recipe while also changing the recipe to take fluid ingredients.
  • Fixed a crash when defining a recipe that takes zero fluid as the first ingredient.
  • Fixed cloning a furnace would not preserve previous recipe id.
  • Fixed that selecting a locale would sometimes reset the setting back to "Default"
  • Fixed that choose-elem-button equipment tooltips were missing the equipment name and description.
  • Fixed being unable to focus search in the train overview GUI with Control + F when a mod attaches a relative GUI element to it.
  • Fixed a crash when item stack of item-on-ground becomes empty because...
Read more External link →

22 Dec


17 Dec

Comment

Factorio doesn't use much GPU power normally, so at times GPUs go to a 'low-power mode' and ramp down available power, then when it needs a little bit more (Zooming out or something), it will use more GPU as a percentage until the GPU goes back to normal power mode.


16 Dec

Comment

Originally posted by Herestheproof

It sounds pretty trivial to add a “and inventory empty” condition to the go to depot interrupt if you’re worried about that.

This is what we show in the FFF screenshot.


15 Dec

Comment

Originally posted by F_Carrod

Will there also be interrupt conditions like "train is currently at station X"?

Use case: Maybe I want my trains to stop by the refuel station only on their way from outpost to main hase, but not on the way to the outpost. Because e.g. my refuel station is better reachable on the way to the main base.

I don't know how this can be done if all interrupts are checked at each station (apart from "hacks" like "check if cargo is full").

For the generic system, it is basically required to allow going to depo or refuel only when the train is empty.

Otherwise, once the system backs up, all the full train will fill the depo and wait there.

Comment

Originally posted by Goranim

Does "global" in the context of train interrupts being global mean that they are the same for each train on the same planet or the same for each train on all planets?

Across all planets.