Factorio

Factorio Dev Tracker




07 Jun

Comment

Originally posted by Mornar

Even if you can't base usefulness on specific spoilage progress, you can definitely have too-hot-metal spoiling into just-right-metal spoiling into too-cold-metal. Bit multiplicative in terms of different item types needed, but possible.

Yes, it is almost always better to make different types of items for these kind of mechanics. Mainly because all of the game tools you have are design and work based on item types (inserter/splitter filters, the whole logistic system, train interrupts etc)

Comment

Originally posted by Kasern77

I'm confused about the part where you insert spoilage into the recycler. From the image it just looks like the same spoilage comes out. What exactly happens to it when it goes through the recycler?

The general mechanic of recycle says, that when you recycle something that can't be broken into smaller part, the recycler basically works as a "voider" returning only 25% of the incomming items.

Comment

Originally posted by PM_ME_FETLOCKS

As someone who works with grocery logistics in RL, this is my time to shine

Fifo

Correct, fifo is the mantra :)

Comment

Originally posted by 0b0101011001001011

Can I have legendary spoiled stuff?

You can and you will have!

There isn't a big motivation to make spoilable items in a quality, but spoilable items are ingredients to some very important non-spoilable result items, once you make the final item in time, it is there forever.

The problem arises, when you decide to recycle the item as a way to get it in higher quality. In that moment, you introduce spoilable items into the equation again, and since the recycler results are also randomized (25% of ingredients means 25% of getting an item if there is exactly 1), you will end up in situation when you get only the spoilable part to be re-assembled but the other non-spoilable ingredients don't come in time.

It evens itself out in the long run, as you will eventually have enough of non-spoilabe ingredients accumulated only waiting for the last spoilable ingredient, so eventually it will always process the spoilable part immediatelly.

Long story short, yes I burned/removed a lot of legendary sp...

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Comment

Originally posted by acockshott

Overall this looks really cool and unique, I like the emphasis this creates on speed and throughput. BUT the implication is that once you've automated production of the Agricultural science pack, you're incentivised to constantly be researching technologies which use it from that point onward, otherwise you risk spoiling 100s or 1000s of science packs in the time that you research anything else.

I suppose we could switch off large parts of the Gleba factory when its science packs aren't in demand (maybe through big circuit networks?) but that seems like a hassle and somewhat against the spirit of the game.

I have no doubt they've tested these features and thought all this through so sooner or later we'll find out what the solution is or if it's not really a big deal, either way I can't wait to see what's next!! :)

If you want a reliable factory (you do), you just have to make all the steps of the process to be able to handle things not being consumed and spoiling.

This means, that the lab area just has to be able to deal with agriculture packs spoiling and removing the spoilage automatically.

At this point you just think about the production as X per minute, and you either use it or not, but there is not a big loss of just not using ot for a while (letting it spoil), while you research something else.

I understand it might be psychologically hard to just "throw things away", but in the game, it is comparable to production being backed up, and mines not mining, because there is no more ore to being processed. When the factory gets backed up and stops, it is in practice the same loss as when it works all the time, and sometimes you just throw it away.

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.

Post

Hello, last week you've seen how Gleba looks, it's time to get a glimpse of what you can do there.

With the idea of being a biological planet full of life, it seems reasonable to expect our engineer is about to harvest some of that.

We already have ways of harvesting nature, specifically trees. On Nauvis we either just hit them with an axe enough times, or later our construction robots take care of that friendly forest devastation.

Mp4 playback not supported on your device.

These tools aren't quite up to speed to be a part of a mass-production chain in our factories, though...

Both of the Nauvis methods are initiated manually so not the best for automation, and the trees don't grow back - so once an area has been harvested, you need to move your operation further.


Agricultural tower

The Agricultural tower is a new machine unlocked on Gleba. It automatically harvests trees in ...

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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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IntroductionAlbert

Making a new world in Factorio is relatively "easy", just create a new set of tilesets for the ground, add some new models of trees, create a bunch of new decoratives, some decals (optional), a new skin for the cliffs (optional), and bam! you get a new planet. Well, to be fair, you also have to play with the terrain generation noise and autoplace algorithms, experiment with proper LUT's, and adding some new shader won't hurt either if you want to succeed.

The problem of making it from this simplistic perspective, is the danger of falling into a superficial automatism. So probably all your planets will end up looking the same with just different colours.

Gleba is the one planet that has all the things needed to make a new Nauvis-like planet in Factorio, but it is still different on many other levels. What makes Gleba very special, at least to me, is how we twisted the core-concept of the planet and pushed the necessary elem...

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24 May

Hello,
We have another exciting batch of facts for you today.


RedoStrangePan

The ability to Redo things has been requested ever since we added the Undo. Adding Redo was one of my first projects at Wube, and one I've been super excited to announce for a long time. Now in addition to using CTRL+Z (or ⌘Z) to reverse a build, deconstruct, or upgrade order, you can now use CTRL+Y (or ⌘⇧Z) to re-issue a previously undone order. You can also use the new redo shortcut in the shortcut bar. It works exactly like you'd expect.

The new "redo" shortcut lights up when there's something to redo, and is disabled when there's nothing to redo.


Undo information and confirmationStrangePan

One thing that is often super annoying and destructive, is undoing actions (sometimes by accident) and something far away from a long time ...

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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