Factorio

Factorio Dev Tracker




13 Apr

Comment

Originally posted by Alittar

Idea: Add a system to limit the amount of players who are in the hive if it doesn't exist already. That way you can have 1 or 2 people as part of the hive vs a bunch of factory workers

There is support to limit the number of 'Hive players'. For now I have it just limited by the max number of forces the game can support

Comment

Originally posted by pigguJ

This may be a stupid question but how do you actually swap teams?

There is a button in the top left you can click to join the hive. (If it doesn't show up, let me know).

Comment

Originally posted by EffectiveLimit

Oh god, I always asked for this. But is there some kind of AI from the side of humans?

No... I would be lost for many moons if I were to try such a thing.

Comment

Originally posted by S3trak

Is the factory prebuilt, or do you first play as the builder and then switch over?

You can switch to and from a hive at any time. For this demo and for testing, I just loaded a save game and switched teams.

There is an intention that people will play PvP, where some players build a factory while others are controlling hives to try to destroy it.

Comment

Been working on this mod for a while, with thoughts of it for a long time.

With 0.17, I had all the ingredients to make it work, I hope you will enjoy: https://mods.factorio.com/mod/Hive_Mind


12 Apr

Post

Bugfixes

  • Fixed a crash when hosting multiplayer games in some scenarios.

Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

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Post

Minor Features

  • Added ability to set a maximum number of map upload slots for multiplayer servers. Setting this is recommended to prevent the server from being flooded with map fragment requests from clients.

Optimisations

  • Optimized alt-mode icon background rendering. more

Bugfixes

  • Fixed that cut tool marked trees/rocks/cliffs for deconstruction when there was other valid entity in the selection. more
  • Fi...
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Post

Changes

  • Simplified rail building. Holding shift while rail building always activates the combination of ghost-rail-building + remove-obstacles, releasing shift returns back to normal manual mode. It doesn't matter anymore, whether the rail building started with shift or not. This removed the possibility to do ghost-rail-building without the remove-obstacles, but since it seems to be almost useless, we consider it to be worth the simplification.
  • font/color rich text tags now have to be properly terminated. This means eg: "[color=red]Red circuits" will now need to be "[color=red]Red circuits[/color]". This fixes a number of issues with handling start/end tags. (https://forums.factorio.com/66263, ...
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09 Apr

Post

Bugfixes

  • Fixed a crash when hovering over some inventory-like GUI elements.

Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

External link →
Post

Bugfixes

  • Fixed that pollution statistic values from entities were reversed and didn't increase evolution. more
  • Fixed a crash when mods would set special_signal = true for virtual-signal prototypes.
  • Fixed a crash when a mining drill is destroyed during the resource-depleted event.
  • Fixed a crash when loading modded saves related to recipe migrations and fluidboxes.
  • Fixed a desync related to the blueprint library and keeping outdated blueprints between versions.
  • Fixed crash when undoing manual removal of entity marked for deconstruction. ...
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08 Apr

Post

Changes

  • Reverted fonts used for Chinese, Japanese, Korean and Russian localizations to pre-0.17.24 versions.

Bugfixes

  • Fixed that circuit connection from ghost to entity wasn't preserved when it was upgraded or undone. more
  • Fixed that it was possible to rotate entities whilst the technology GUI was open. more
  • Fixed that the updates-available counter in the update-mods tab didn't update as mods woul...
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05 Apr

Post

Changes

  • The Mods GUI will now always include a link to the mod portal for the selected mod.

Bugfixes

  • Fixed roboport area rendering for players. more
  • Fixed a crash when trying to print invalid values through the Lua API. more
  • Fixed that the rail world preset didn't allow to get some achievements due to smaller base size. ...
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02 Apr

Post

Balancing

  • Changed god controller inventory size to be the same as the character inventory size.

Bugfixes

  • Fixed rendering of targeting range visualization for turrets with limited turn range. more
  • Fixed parameters passed to LuaPlayer::zoom_to_world didn't have any effect. more
  • Fixed that power poles would sometimes build automatically when they shouldn't. ...
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29 Mar

Post

Bugfixes

  • Fixed that merging two electric networks didn't merge the statistics which was introduced by the power switch addition in 0.13. more
  • Fixed light not turning off properly when using fluid energy source on an entity. more
  • Fixed a crash when building large electric poles. ...
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Comment

Originally posted by videogameenthusiast

Nice

Nice

Post

Bugfixes

  • Fixed vertical squashing of listbox. more
  • Fixed in-game updater would not work on Windows if Factorio path or write data path would contain non-ASCII characters. more
  • Undoing action of building entity that removed ghosts also restores the ghosts. The same with removal of ghosts by cancelling deconstruction. ...
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