Factorio

Factorio Dev Tracker




07 Jun

Comment

Originally posted by wargodiv

The spoilage mechanic looks great! I have a question though: do half-spoiled items stack the way science packs/ammo do? It would be quite inefficient if they didn't, but combining items can mess with the spoilage rate (two half-spoiled fruits spoil faster than a fresh one)

Edit: I suppose a stack can be stored as an array of how many 1%-100% packs is in a stack, displaying the 'sum' as how many full items you have and 'count' is used for the spoilage rate and inserters will extract the 'true' items, but maybe that's not the route the devs went for

They just avarage the same way damaged items average.

Comment

Originally posted by mensabaer

TL; DR: Non-linear research value falloff curve could further incentivize speed-optimized building and deincentivize horizontal scaling

I don't think this was mentioned in the FFF but I thing a non-linear research falloff would be cool - incentivizing ASAP delivery of science packs even further by not only decreasing value over time but also eg. adding an increased bonus above eg. 70% or so (a percentage that is deemed reasonably achieveable with normal efforts)

Think 70% is the "target" reseach value of 1, below, it scales linearly (to not punish slower/inexperienced players too much) whilst above scaling exponentially to eg. 3 research value at 100% (which is impossible to achieve but deliberately lacks a cut-off point, which could be a fun challenge to push towards 100% as much as possible whilst also feeling more rewarding).

Reasoning is that this would introduce a challenge of time-dependend vertical scaling which is not as easily substituted by brute-h...

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This is considerable, but I think the simple linear approach is fine in this case, because: 1. It is simple (always an important argument) 2. With the cost of transport (exporing the science to another planet means sending it by rocket, moving it by space platform, and finally distribute to laboratories back home), it seems very important to try to send as fresh as possible, instead of scaling all parts of the transportation (and consumption) of the science packs.

Comment

Originally posted by Erfar

how modifiable are spoiledge? Is it in theory possible to make scince pack-downgrade-spoiledge? sol if you not use your space science it will slowly turn into yellow, then to blue then green and then you find that you could get all your red science just by spoiling space science?

For every spoilable item, you can specify which item is created once it spoils. So mods can do crazy kind of things really.

Comment

Originally posted by pdelvo

I wonder how its going to work with the inventory. Im guessing spoilable things wont stack

Spoilable things stack, when you merge two differently spoiled items, the spoilage is just avaraged. Which is not realistic, but good enough compromise.

Comment

Originally posted by CosmicNuanceLadder

Initial reaction was that I hated it. I've always disliked the notion of growing things in Factorio, as I feel that it obfuscates the timescale of the game. If you can grow trees in seconds with speed modules, does that still feel immersive...?

By the end of the FFF, I was sold. It's totally worth the new spoilage mechanic imposing new limitations on the factory. I'd never thought of that and yet it seems so obvious—getting an item from point A to point B in a given time immediately feels like a fundamental hurdle we were always supposed to overcome.

Gleba looks like a fantastic logistic challenge, as does Fulgora with its recycling mechanics. Vulcanus looks a bit vanilla in comparison at this point.

Yes, in my recent playthrough I started to experiment and optimise for the spoilage more, and it just feels new and fun.

  1. All robots base is not good, because you can't control the flow and freshness with robots so well, so belts are better
  2. Since some of the intermediates spoil really fast, even the distance of belt between individual producers (or direct insertion) makes sense to consider
  3. I was transporting some of the fruits by belts to my base, as it was not that far as was ok, but then I made a specialised train connection, not to improve throughput but to increase the speed.
  4. All these little contraptions to keep "the best for export" are new.

P.S. You can't grow trees in seconds, you just can't put modules into the agriculture tower.

Comment

Originally posted by WerewolfNo890

I suspect the same SPM megabases will be possible as it will be done with fewer machines that have higher throughput at high quality. The question is more about can we go higher or not.

We expect (and try to prepare) for bigger factories overall. We didn't really introduce any significant performance penalties with the new mechanics.

You obviously need more stuff to be done to do the end research, as you need to produce the base game stuff + science pack on each planet + the silo transport and space platforms update.

This is partially (if not fully) offset by more performant machines, and we are planning to do some optimisations on top of that.

Comment

Originally posted by TheGuyWithTheSeal

You don't really need to update how spoiled every item is every tick. Most of the math can be done just by knowing when the item was created.

Only tricky part is knowing when an item has spoilt completly. Here i can see 2 sollutions:

  • Priority queue of all spoilable items sorted by how much time they have left. Only the front of the queue has to be checked every tick. Insertion can be costly.

  • Not doing any math when the item spoils, instead checking for spoilage when it's interacted with (processed, displayed, etc.). Probably requires more code changes (but it's pretty much what was done already for quality). Maybe breaks current production statistics logic.

More or less this. The spoiling mechanics is pretty cheap performance wise, it wouldn't be viable otherwise.


31 May

Post

Changes

  • Updated the format of the machine-readable modding documentation to version 5.

Bugfixes

  • Fixed a crash when exiting the game while steam authentication is failing.
  • Fixed a crash when starting the game with fractional scaling on newer wlroots compositors.
  • Fixed a potential desync when calling LuaGui::is_valid_sprite_path() with a sprite path starting with "file.".
  • Fixed a potential crash when switching audio device fails. more

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

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24 May


17 May

Comment

We update the Switch version when a new Factorio release is made Stable.

So right now PC version is 1.1.107 and Switch version is 1.1.107


16 May

Comment

Writing a 3D game engine / rendering pipeline is way more work than a 2D game engine.

With the game engine being written from scratch by a only a few people (in the beginning), 2D was the natural choice for speed of a working prototype.


10 May


03 May

Comment

Originally posted by TBTerra

is that confirmed anywhere? if so then i will need to tweak the graph, as i used 1.5, 1.75, 2, 2.25, 2.5

I can confirm, +0.2 per quality level (Legendary is a double bonus).

Comment

Originally posted by turbulentFireStarter

“Space exploration speed runners”

I’m sorry what?!? I need to watch these? What is a speed run? 100 hours?

18h 19min I heard (holy sh*t I was still on nauvis at that point)


26 Apr


25 Apr