Factorio

Factorio Dev Tracker




18 Nov

Comment

Originally posted by Shinhan

Wube are ambitious, but I hope they are not so ambitious as to try making a MMORPG.

You don't need it to be online for it to be masive :) So maybe MRPG?

Comment

I also tried to install the AI voicover addon, and it seems to work just great. It apparently continues talking even when you accept/complete quest etc. so you can click the button, and just listen to the text/storry while walking some other place, pretty cool

Comment

Originally posted by HyperionSunset

WoW takes what, 10-20 years to finish? My current quality module line might be close to filled by then...

It depends, this is classic, and for some weeks not even the raids will be opened, and then it will be opening one by one, so it shouldn't get too crazy time wise, as long as you pick just one char.

Post

You might or might not know, that on 21. the world of warcraft starts new fresh classic servers. And I want to participate. This time, I wanted to try to make a guild, and maybe there are some other Factorio people who wanted to join.

I hope I wont get too many mesages in the tone on "you should be repairing bugs, how do you dare to play a game", I hope you understand that all work and no play makes Jack a dull boy.

I also wanted to state, that apart finishing the space age, I'm already thinking about a different game we might want to do after this, and it is in a way related to World of warcraft, but not too closely, maybe the similar way Factorio is related to Minecraft. So it might be a good opportunity to research and discuss some of the ideas we might put in later on.

Edit: I made a discord channel for this: ...

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Comment

We wanted to do that originally, but somehow it was voted out as "too much", and to keep the ability to have blueprints as items for some corner case usage (like mods using them as items and such).

Also, I remember twinsen hating the idea, that pressing "Q" to clear cursor on newly created blueprint would just throw it into your my boupelrints into your library.


15 Nov

Post

Minor Features

  • Added debug option 'always-show-lightning-protection'.

Changes

  • [space-age] Changed captive biter spawner to inherit quality from the wild spawner instead of the capture robot. more
  • Spidertron selections saved into the quickbar will be darkened with a planet icon in the top when the selection leads to a different planet than the current one.

Bugfixes

  • Fixed mining fulgoran lightning rods would not show yield. more
  • Fixed blueprint external wires were not added when pasting blueprint over existing entities. ...
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14 Nov

Post

Changes

  • Allowed negative multiplier of logistic (and constant combinator) groups. more
  • Updated shortcut icons and increased their size to 56px.
  • [space-age] Container sizes increase with quality.
  • Reviving container ghosts no longer puts colliding items on the ground into the resulting container.
  • Loading game for hosting now automatically offers the dialog whether the mods should be synced before continuing (as with normal game load).
  • [space-age] Bulk inserter doesn't default upgrade to Stack inserter as they are not funct...
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12 Nov

Post

Changes

  • [space-age] Gleba evolution is smoother and more gradual.
  • [space-age] Small stomper pentapod moves more slowly (also decreases stomp DPS).
  • [space-age] Stomper pentapod vision range is reduced from 40 to 30.
  • [space-age] Medium and big wriggler pentapod health is increased.
  • [space-age] Streamlined quality selector to use separate buttons for each quality instead of a drop-down.
  • [space-age] Changed crafting machines to reset quality of the in-progress result when module effects change. more
  • Added ins...
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08 Nov

Post

Minor Features

  • Search is now case and accent insensitive for all official languages.

Changes

  • [space-age] Changed tree seed default import location to Nauvis. more
  • Fluid mixing will prefer the fluid with more volume and discard the other.
  • Updated SDL to version 2.30.9.

Bugfixes

  • Fixed a freeze when setting logistic/construction robots to active=false through script. more
  • Fixed that LuaEntity::vehicle did not work correctly for characters controlled by a player. ...
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05 Nov

Post

Minor Features

  • Cars and tanks will auto-refuel. more
  • Relation between offshore pump and fluid tiles added to Factoriopedia.
  • Statistic GUI precision is preserved across instances.
  • [space-age] Space platforms can be built with quality starter packs. more

Changes

  • Increased spidertron walking sound volume.
  • Using the "craft all" hotkey on free recipes queues 1 stack of the results. more
  • ...
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04 Nov

Comment

Yes its actually a hiccup we experienced ourselves, but its low priority for now, we want to make it work like you expect


01 Nov

Post

Changes

  • [space-age] Changed self-recycling recipe statistics to be ignored in production graph.
  • Changed sprites with scale between 0.5 and 1 (exclusive) to apply downscaling to low resolution (affects base game biter sprites).
  • Changed cargo landing pad mining time to 1.
  • Moved the mods GUI search to be with the content it is searching.
  • Added linear interpolation method (used by default now) for audio resampling when playback speed is changed. more
  • Added an option to disable animated ghosts to aid performance on integrated GPUs. ...
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31 Oct

Comment

Originally posted by Liberum_Cursor

lets update my upgrade planner to reflect that.

But then you have to modify every item in the upgrade planner by hand, which is quite tedious.

If there was an option in the upgrade planner that said "anything that's epic," -> "upgrade to any that's legendary," then that'd be the only addition necessary

Instead of having to change inserter(normal) -> inserter(uncommon), have the option be x(normal) -> x(uncommon)

Unless there's already a way to do that with parameters in the upgrade planner? I haven't tried that yet

I don't find it tedious. Lets say you spend hours expanding gleba production and quality related stuff, and then, finally you have enough of legendary stack inserters, so you can use them everywhere, but the part of few seconds to upgrade your upgrade planner is tedious? I don't understand.

You never want to upgrade every item in the upgrade planner at the same time, so why would there be a tool for that?

Comment

Originally posted by Mandlebrot

It's not just for bulk upgrades - but taking an old design and clicking on various bits - inserters, assemblers, modules, beacons... to tweak it up or down one quality level at a time. Like going from fast inserters to bulk inserters! (you don't have to worry about rotation either!)

(Upgrading belts and pipes for quality though, fair enough that's fairly useless)

In all of our playthroughts we were always choosing different kind of items to be upgraded at different times based on need, and then we upgraded the master upgrade planner to reflect that. The master upgrade planner could be used anywhere, even repeatedly, and it always upgraded stuff to the current tiers. Having an upgrade planner which upgrades everything to the next tier is quite theoretical need, the same as the current feature of an empty upgrade planner which upgrades evertyhing to the next tier of thing (normal belt->fast belt etc)

Comment

Originally posted by Liberum_Cursor

u/kovarex consider adding this! or hey, someone make a quick mod :)

But why? If something I would remove the "auto-upgrade" weird feature of an empty upgrade planner. Upgrades always work better when they are explicit decisions. Like, oh I have enough of rare bulk inserters already, lets update my upgrade planner to reflect that. As opposed to, yolo, lets upgrade everything to legendary.


30 Oct

Comment

Originally posted by Mooncat25

There has to be a QoL update from Wube. Like a Quality Planner - select to upgrade / alt-select to downgrade.

But why? For what? Why would you ever want to upgrade every single item to a higher quality at one time?

Comment

Originally posted by QuantityExcellent338

I dont see the problem with that and it opens up a new challenge from the sole fact that you cant mix them. You choose where you incoorperate quality (either at top level where you craft machines, mid levels like circuits, or bottom level with ore and plates which is the most difficult), and as you work your way up and sort the quality objects you can get basically guaranteed quality.

If you could just mix quality ingredients, any of the satisfaction for setting it up right would be lame when you can just throw some quality on miners and get a free boost- thats whats Productivity is for.

Trust me, in a few months people will super optimize current Quality mechanics and learn to love it. I think people see Quality and incoorporate it too early and get frustrated when this is Factorio after all, it's entirely optional layer of complexity, not just a productivity stat. Though I agree it does lack some Quality of life and clarification that can easily be adde...

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It would be much worse, because people would complain, that their precious legendary items were consumed and lost because of a simple filter inserter misconfiguration.