Factorio

Factorio Dev Tracker




01 Dec


30 Nov

Comment

We were watching you build and thought "hell no", sorry!


28 Nov

Post

Bugfixes

  • Fixed that reset technology effects would advance infinite research in some cases. more

Use the automatic updater if you can (check experimental updates in other settings) or download full installation at ...

Read more External link →

24 Nov

Comment

Originally posted by doyouevenfly

Can underground belts and pipes go though the lava?

Since we've implemented the possibility to prevent it with space tiles, no, UG stuff can't go through lava! :)


22 Nov

Post

Changes

  • Pressing "Regenerate map" in the map editor will open the map generator.
  • "Regenerate map" is no longer available in map editor for scenarios that don't use the map generator.

Bugfixes

  • Fixed a loader could get stuck in rare cases with mixed items when inserter takes items from belt in a loader.
  • Fixed that pressing regenerate map in the map editor would change the map generator settings GUI next time it's used.
  • Fixed a crash when loader entity is migrated into loader-1x1. ...
Read more External link →

17 Nov


14 Nov

Post

Bugfixes

  • Fixed crashes when putting super large numbers in number input fields.
  • Fixed a desync when putting super large numbers in the map editor brush size fields.
  • Fixed that the website link in the about GUI did not work on Linux. more
  • Fixed a crash when changing the technology price multiplier while research is in progress.
  • Fixed a crash when mods would swap character armor with armor in the player inventory that only existed due to the worm armor inventory size bonus. more

Use the automatic updater if you can (check experimental updates in other settings) or download f...

Read more External link →

10 Nov

Comment

Originally posted by sparr

Posted by kovarex, Klonan on 2023-11-10

we are going to focus on the general improvements of the way circuit network is used in the game.

I wasn't using it often

Inquiring minds want to know... which dev is "I"?

In the intro it is kovarex, some parts are me

Comment

Originally posted by Keleyr

I love this. But I am afraid that the information overflow will make it harder for beginners if they need to have every option visible from the start. How can they know what is useful information?

Can it be hidden until you trigger it by researching the circuit technology? That way beginners can get used to the objects that is relevant at the beginning of the game, then when they are ready they can research the technology and they only get the information when they can start using it.

The circuit connection window is not shown normally when a wire is not connected, and furthermore before wires are unlocked, the little slot button to open them doesn't exist


08 Nov

Post

Bugfixes

  • Fixed a desync related to manual crafting large recipe counts.
  • Fixed that Arm builds of the game would not render cliff previews correctly. more
  • Fixed train fulfilled fraction was always showing full green background. ...
Read more External link →

07 Nov

Post

Changes

  • Technology researched message does not play chat notification sound.

Bugfixes

  • Fixed that the prototype explorer and CustomInputEvent::selected_prototype did not work on crafting machine fluid slots.
  • Fixed LuaEntity::disconnect_neighbour called on electric pole would disconnect left side of power switch when requested to disconnect right side. more
  • Fixed that cloning rails in the map editor could lead to corrupt saves in some instances. ...
Read more External link →

03 Nov

Comment

Originally posted by Nicksaurus

Ah right, so it only places the undergrounds if the total width of the thing you're placing is short enough for a single connection to cover it?

yes

Comment

Originally posted by I_am_a_fern

What else could happen ?
Same thing if for some reason your logistic network is out of undies.

Yes, it is skipped and the preview also doesn't show it, to indicate it is too far.

Comment

Originally posted by seky16

Question: when super force building upgrade of an entity (eg. blue belt over red belt), do we get them marked for upgrade or marked for deconstruction and ghosted new ones?

If not, can we? That would be a great upgrade to the feature

They are marked for upgrade if possible.
With the "plowing" through belts, it is done through deconstruction, to not mix possibly difffernet belt contents.

Comment

Originally posted by Nicksaurus

If any developers read this - how complicated is the algorithm to automatically place underground belts? I can imagine there are some pathological cases where you would have to do some sort of complicated graph search to find a solution that keeps all the belts connected

Also, this mechanic makes me even more certain that we're getting swimming and/or flying biters in the expansion, otherwise you could just build a moat around your factory and never worry about attacks again

The belt replacing logic is made to only work in obvious cases of straight belt connections.
It also works when you are about to extend an existing underground connection by building on top of underground belt (which we probably have included in the original video).

Comment

Originally posted by RedsToad

Oml all of these changes are so so wonderful. The gif of super forcing entities over belts brought so so much satisfaction I love you factorio team!

The one thing that mildly bothers me is belt preview being weird, seen here https://imgur.com/a/rJKjDO4

I know. It is a technical detail that had a lower priority, but I will probably not be able to hold myself from fixing it.

Comment

Originally posted by Mornar

I have one question. What does that mean for biters? We can now moat them off in vanilla. Surely, surely something will change about them?

You can only mine landfil, which means water had to be there in the first place. So you can't just moat-off your whole base if it wasn't on island in the first place.