Factorio

Factorio Dev Tracker




17 May

Post

Bugfixes

  • Fixed that some noise expression types used by some mods (literal map positions, offset-points, and distance-from-nearest-point) were unimplemented.
  • Fixed that blueprint rotation was not saved for blueprint books in the blueprint library. more
  • Fixed that the focus-search shortcut could be used to bring up the search field when it was disabled. more
  • Fixed that game.reload_script() could break LuaRecipe/LuaPrototype references.
  • Fixed a ...
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16 May

Post

Changes

  • Improved efficiency of noise program compilation and quality of error messages.

Bugfixes

  • Fixed a crash that would sometimes happen after deleting a blueprint from the library. more
  • Fixed crash related to train schedule containing only temporary stations. more
  • Fixed GUI inspector vertical align value inconsistency (middle instead of center). ...
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14 May

Post

Bugfixes

  • Fixed that hand crafting wouldn't respect the hide_from_flow_statistics property. more
  • Fixed that modded GUI tables did not display borders that were set in their style.
  • Fixed the game would fail on startup if control settings were reset during migration of 0.16 config file. more
  • Fixed that train stop "must be build next to rails" error was not using the name of the train stop. ...
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10 May

Comment

Originally posted by Phase_Runner

Is it just me or is this an unusually short FFF?

They can't all be winners unfortunately

Post

Changes

  • When a train performs path finding while in a chain signal sequence, the pathfinding will have a constraint to not go through reserved block before exiting the chain sequence. This solves a problem of train intersections being possible to be deadlocked even with proper chain signals usage in cases of using temporary stops or when path is changed because of station is being enabled/disabled by a circuit network. (https://forums.factorio.com/68681) This also allowed us to to let train recalculate path spontaneously even in chain signal sequence, as it shouldn't break anything now.
  • When a temporary blueprint(e.g. blueprint from copy) is placed in the quickbar, the blueprint won't be destro...
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07 May

Comment

Unfortunately there is no mechanism to use the new feautres of 0.17 in older versions.

Post

Bugfixes

  • Fixed acid splashes were blocking placement of buildings. more
  • Fixed that acid splashes would have a burning sound effect.
  • Fixed typo in font name that would cause crash in Cyrillic locales on Linux. more
  • Fixed that script changing train path as a reaction to train created event could break the rolling-stock connection process. ...
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Comment

Can you provide a save game?


03 May

Comment

Originally posted by Imereale

I have another typo heads up , although off topic for this FFF.

On the content page (https://factorio.com/content) there is an instance of the noun "challenges" being misspelled as "challanges".

I'll get to this one on Monday 👍

Comment

Originally posted by Studstill

Just a heads up: The word "carrier" should be "career", right?

Right, fixed, cheers

Post

Graphics

  • Added new specific remnants for various entities. (Work in progress)

Bugfixes

  • Fixed that ghosts could be built in fog of war.
  • Fixed a stack overflow when merging large electric networks (149'000+ electric poles). more
  • Fixed some achievements not counting their requirements properly. more
  • Changed worm and spitter acid attack so they do not create acid spl...
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02 May

Post

Changes

  • Increased the maximal length of station name to 1024, mainly to allow wider usage of multiple tags in the name. more

Bugfixes

  • Fixed that making blueprints of locomotive ghosts wouldn't include the schedules. more
  • Fixed that worms and spitters didn't show attack parameters in description.
  • Fixed that the game would crash if it was closed when Sound Settings was opened. ...
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26 Apr

Comment

Originally posted by Mabuss

I mean, it's pretty reasonable to assume the same distribution of people playing different branches. So just use something like steamcharts to see how many people are playing.

What is a reasonable assumption for the number of people playing stable vs experimental?

Post

Changes

  • Improved fluid simulation threading. Decreases CPU usage. Threading available on all operating systems. Simulation performance should remain unchanged.

Bugfixes

  • Fixed a crash when importing blueprint strings with power switch wires.
  • Fixed fluid mixing for fixed recipe assemblers. more
  • Fixed "Not enough rails" message after successful track placement. more
  • Fixed ...
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24 Apr

Post

Changes

  • Added out of fuel alert icon to flamethrower turrets.
  • UI scale won't be synchronised over Steam Cloud anymore. more
  • Syncing startup settings with a server will automatically join the server on game restart. more

Bugfixes

  • Fixed yet another consistency bug related to ghost connections. ...
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19 Apr


18 Apr

Post

Changes

  • Admins ignore multiplayer map upload slot limit
  • "Player is being dropped"/"Server not responding" messages will only show after 2 seconds, to avoid irrelevant short pop-ups.

Bugfixes

  • Fixed that the server-settings.example.json had an additional comma at the end of the file. more
  • Filled in a missing fluid mixing check for miner. more
  • Fixed that create-blueprint-item shortcut prototypes could have no item_...
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