Factorio

Factorio Dev Tracker




11 Oct

Comment

Originally posted by Interesting-Force866

since they mentioned that they can get a million science per minute out of the game I speculate that they did make improvements.

I didn't say that, I said, I would try to aim to that in my save (which I didn't have time to try).


09 Oct

Comment

Originally posted by Ratiasu

Capping bot movement speed to a sensible value would make it feel a lot less cheap imo.

No, movement speed is the latency of the network to do personal requests or one time required work generally. Charging rate of roboports limits the long-term high throughput volume.


07 Oct

Comment

Originally posted by cfiggis

Much thanks. Hearing that there is a way to manage spoilage automatically is what I was hoping for.

But don't expect to get it right on the first try :)

Comment

Originally posted by boomshroom

In no enemies mode, can spawners be marked for deconstruction with the deconstruction planner or super-force building? If they couldn't be, that would seem to go against the idea of super-force building and give an impassible obstacle regardless of technology level without the engineer being present.

No, no deconstruction planner. What about artillery?


06 Oct

Comment

Originally posted by ngreenz

The good thing about Factorio is that you can play it anyway you want, please don’t start dictating playing styles via nerfs, your not Blizzard

Dictating is bad, but making one way of playing too good compared to others is worse.

Comment

Hm, maybe we should nerf roboports even more. I mean, no one noticed the 50% reduction of the charging speed during the lan party testing, so maybe we could go bit further?


05 Oct

Comment

Originally posted by Army_of_mantis_men

Understood, that being said, I still really don't care when it releases, there's literally zero reason for you to meet this dealdine. You don't have an investor pushing release, you are not publicly listed, you are your own bosses and your relentless work throughout the years created this community - THE community, one of the most friendly, safe and understanding heavens on the internet. We are the pillars you can rely on, and we don't really care if you push the release a week or a month, as long as the factory grows.

But we still need to create some limits even if semi-artificial, because otherwise, we would just be perfecting mini-details forever. This forces us to choose what is important to do.

Comment

Originally posted by Geethebluesky

There's going to be patches in the first few weeks no matter what. It's just a part of life.

That is guaranteed, yes.

Comment

It is surprising how big discrepancy can be there between the actual work needed to do a change, verus how it might be percieved.

Changing the balance and structure of recipes by shuffling things around without actually altering existing mechanics, can make huge gameplay changes. But it is just about editing few prototype definitions with minimal risk of breaking something.

Making graphics might be complicated, but if it is already done in some acceptable state, it is not something that would make the game unplable.

So these aren't really that bad. I was much more nervous about my last moment rework of how the rocket/satellite/space platform UI gameplay etc. work in base game versus space age. But it was done already at the start of this week, and seems to work fine.

The next week, we plan on focusing on specifically just on testing of what we have, bugfixes and stabilisation stuff, with only very low rick changes allowed. The last week, we basically...

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04 Oct

Comment

Originally posted by cfiggis

/u/kovarex Would you be able to speak to the overall feel of Gleba regarding to how much personal attention we will have to pay to our Gleba base over time to monitor spoilage? I don't want to feel like I need to constantly be checking back at Gleba looking for stalled lines, when I'm trying to do things on other planets. Are there mechanisms to automatically manage spoilage, for example, so I don't have to focus human attention on it constantly?

Obviously, you should fully automate everything. Ideally from the start, you should make the gleba in a way that it will never be stuck and all spoilage stuff is automatically managed.

Comment

Originally posted by SpeedcubeChaos

I'm still wondering how this will work for people, who play with biters disabled.

The thing change a little bit, and you can't disable everything from biters anymore, but we have no enemies mode, where biter nests still exist, but no biters are spawn. (This is still on top of the peaceful mode, where enemies are spawned, but don't attack antil provoked).


27 Sep

Comment

Originally posted by GamerTurtle5

they mention in the fff that nuclear reactors could be powered by water from trains, but we will have to see how this scales

I can supply my 2GW reactor blocks just fine :) image


20 Sep


13 Sep


06 Sep


30 Aug

Comment

Originally posted by Specific-Level-4541

Negative Quality!?

Maybe this has been discussed previously and I somehow missed it, but the screenshot of the electromagnetic plant indicates -8% Quality in the production process, alongside +100% productivity and the complex speed bonus from the diminishing beacons.

How does this work!? Is a negative quality modifier a default effect of every machine, or does it vary between machine, or is it a negative effect of productivity modules!?

Negative quality doesn't do anything. We were considering just hiding negative quality from the tooltip, but I believe it is better to keep it for the sake of consistency.