Factorio

Factorio Dev Tracker




29 Mar

Comment

Originally posted by CurrysTank

I wonder why Factorio PvP is not so big. (I also have never tried.)

Are there rules, like you cannot attack each other until a certain time limit or tech threshold?? I guess if the win is determined by a tech goal, that keeps things on track...?

There are many configuration options in the PvP scenario: screenshot

So you can create a match to suit the people who are going to play it.

You can also set it up so you don't even fight each other, just working cooperatively from separate factories with independent research.


26 Mar

Post

Bugfixes

  • Fixed gates sometimes not closing when next to cliffs. more
  • Fixed crashes related to GUI tables. more

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

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Post

Changes

  • Removed RTL language translations (Hebrew, Arabic). more

Bugfixes

  • Fixed crash when opening technology tree.
  • Fixed blueprint loading related to trains and temporary stations. more
  • Fixed that the quick bar and shortcut bar weren't aligned on UI scales other than 100% and 200%, making the game literally unplayable. ...
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Post

Bugfixes

  • Fixed various layouting problems related to tables.
  • Fixed upgrading underground belt ghosts would not recalculate underground connections resulting in desyncs. more
  • Fixed construction robot tutorial when spamming ghost radars. more
  • Fixed that some entities didn't show the not enough power icon. ...
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25 Mar

Comment

This is fixed in the latest release.

Post

Changes

  • Dragging power poles over ghosts of the same type will revive them. more
  • Replaced the hand graphic in the quickbar with a selected graphic, so blueprint books are visible.

Bugfixes

  • Solved train positioning when being built by robots. more
  • Fixed that playing Factorio in full-screen mode on macOS would hide all notifications. ...
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23 Mar

Comment

The game doesn't have any built in API for building and moving, You will have to build it from constituent methods.

For instance building is just creating an entity and removing an item.

Moving is done by seting the walking state each tick: https://lua-api.factorio.com/latest/LuaControl.html#LuaControl.walking_state

Etc.


22 Mar

Comment

Originally posted by tragicshark

Is that splitter change already out or still to come (I don't remember reading it in relnotes)?

Its out already

Comment

Originally posted by 4690

The only real change for players is that Splitters need 20% more items for the belt to be fully backed up which is kind of insignificant.

I just want to make sure I understood that correctly. In order to have 30 items/s on a belt I'll need a production of 36 items/s?

No, just when backing up, the splitters will buffer a few extra items: https://gfycat.com/DizzyBossyGnatcatcher


21 Mar

Post

Changes

  • Fast replacing power poles will keep existing connections but also try to connect to further away power poles if possible. more
  • 0-255 numbers are now allowed in [color] tags. The game will detect if you want to use floats or 0-255, just like the /color command. more

Bugfixes

  • Solved transport line compression related to splitters for various corner cases. ...
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20 Mar

Comment

Originally posted by firerebel123

is this per game/map or per network?

Per force.


19 Mar

Post

Changes

  • Disabled vanilla pollution attacks in the NPE until after the final wave.
  • Changing teams in PvP will try to preserve the current character. more

Bugfixes

  • Fixed alerts showing for trees and rocks in the NPE more
  • Fixed solid fuel not triggering "fuel furnace" quest item ...
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18 Mar

Post

Changes

  • Fixed that trains wouldn't depart for temporary stops when waiting at a station. more
  • Fixed that two headed train running out of fuel didn't trigger the out of fuel alert in one of the directions. more
  • Improved Compilatron's ability to select a free space when indicating structures by a factor of 16.6.
  • The player must now wait for Compilatron to follow before being allowed to evacuate the first area of the NPE.
  • ...
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Comment

Originally posted by ehque

Check the solution didn't break something else. For this we have over 1,300 integration tests which cover a large amount of the code base. We also have a server which runs tests for all platforms whenever anything is pushed to the master or any pull request.

Question: What is the pass/fail criteria of this integration test? Is it simply to check if the game will crash, or does it also check for unwanted/unexpected bahaviour of game units/assets?

It depends on the test, some check that a train is in the right position, that a certain biter dies, that the player has the crafted item, etc.


15 Mar

Post

Bugfixes

  • Fixed that research queue setting in the New Map GUI wouldn't remember its value. more
  • Fixed a crash when hand replacing an assembler ghost with fluid mixing. more
  • Fixed migration of fluid-using modded mining drill.
  • Fixed ten_minutes modifier bug in NPE.
  • Fixed broken resetting of scenario context.

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

Read more External link →
Comment

Originally posted by goose716

Does pollution from fire show in the pollution statistics yet?

Should do already AFAIK

Comment

Originally posted by pnsns

Typical factory

Yeah sure. Having 50k electric miners but not one assembler 3...

Its 50k pollution from all miners, the number does not reflect the number of entities polluting

Comment

Originally posted by ltjbr

The deploy server does its automation magic, builds all the platforms and uploads it everywhere, updates the locale from Crowdin, etc

Is there a reason gog.com doesn't get updated with the experimental versions?

We upload the builds to GOG, however they don't provide us any mechanism for setting the releases live ourselves.

Our release process sends them an email asking them to deploy it at their earliest convenience.

Comment

Originally posted by LTCOakley

It wasn't clear to me, after upgrading to .13, will the evolution rate be fixed even if the map was ran on .12?

Yes, it will be fixed even if you played in 0.17.12. Howeverthe evolution factor will still remain at the increased value