Factorio

Factorio Dev Tracker




14 Mar

Post

Features

  • Added pollution tab to the production statistics.

Minor Features

  • Spawner tooltip (including the pollution statistics), shows distribution of biters spawn for the current evolution factor with the pollution costs.
  • Added attack modifier setting into the pollution section in the map generator. This modifies how much pollution is consumed by biters attacking. (default is 50% for deathworld presets)

Changes

  • Pollution generation is now shown in the x/s format both on the entity and in the item/crafting slot.
  • All statistics graphs apart from electricity use smoothing now.
  • The Install Mods GUI will now automatically install required dependencies.
  • Added graphics option "Render in native screen resolution" on macOS to workaround performance issues due to rendering on Retina displays. ...
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11 Mar

Post

Bugfixes

  • Fixed that the process name was set to "Main" on Linux. more
  • Fixed a crash when closing GUIs with escape in some cases. more
  • Fixed a crash when mods set repair pack speeds or entity repair speed modifiers to negative values.
  • Fixed that focus-search wouldn't work in the Recipe GUI or Map Editor. ...
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Post

Changes

  • Terrain generator options are preserved by the map generator GUI unless explicitly changed.
  • Changed landfilling result to be tile called "landfill" instead of tile called "grass-1". It looks the same for now, but it solves some unexpected behaviour. We might give it a custom graphics later on. (https://forums.factorio.com/67282) Existing blueprints containing "grass-1" will be migrated to the "landfill" tile.
  • The game will load without an error when non-essential shaders fail to compile. ...
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10 Mar

Comment

The mod should check, arbitrary limitations like this just restrict otherwise creative and interesting uses of mods.


09 Mar

Comment

You can arrange the teams before the event starts now, but this will still be useful for if someone joins half way through.

There is a internal function set_player(player, team, mute)

So the function will look something like this

/c set_player(game.players["Klonan"], global.pvp.config.teams[1], false)

The number of the team is determined by the order in the setup GUI. If the last parameter mute is set to true, then it won't print a message when the player is set to the team.


08 Mar

Comment

Originally posted by Laogeodritt

So with 12k+ automatic crash reports, how does the team handle sorting and evaluating them, and associating them to bugs?

Is it just like a sort exception type, or exception type + location (function or instruction address, etc.)? Any other criteria used to make that manageable?

We have a script that sorts them by platform and by specific crash reason, so we get a list of most common problems for that platform.

Post

Changes

  • Disabling station with train waiting in it doesn't force the train to departure anymore so it works as it worked in 0.16. It looked like a useful change for 0.17, but we can control train conditions by circuit network and there are some nice and simple use cases were ruined by trains being forced to departure when the stop is disabled. more
  • Changed expensive version of assembling machine 2 recipe to match the normal version better. more

Minor Features

    ...
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Comment

Originally posted by mainstreetmark

Why does the job posting want iOS experience?

Its an optional plus, its good for if we ever want to look into an iPad/iPhone port of the game.

Comment

Originally posted by NickelDare

I keep reading the FFF's and see the beta number being already up at 0.17.8...

I'm patiently waiting for 0.17 to be released as stable... hnnng... any ETA on that?

Edit: I went ahead and caved in.. Am now part of the cool 0.17 gang!

Stable? Probably not within another 6 weeks or so.


07 Mar

Comment

Originally posted by bwc_nothgiel

!Linkmod Total Automization

This mod is the only one I'm currently are of that has RTS aspects, there are probably more, have yet to try it.

The Robot failed, here is the link:

https://mods.factorio.com/mod/Total_Automization

Post

Bugfixes

  • Fixed modded multiplayer games would incorrectly show a mod-mismatch error (again). more
  • Fixed queued GUIs didn't work correctly. more
  • Fixed that terrain selectors other than 'elevation' messed with the water/island controls m...
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