Factorio

Factorio Dev Tracker




01 Mar

Hello,
Is it me you're looking for?


The UI searchkovarex

When it comes to UI, one of the things we are proud of is the standard search feature in every window where it's even remotely relevant. It all comes nicely together. You stop thinking about it, and press the CTRL + F shortcut to search whenever you look for something.

But once we got really used to it, we suddenly started to want to search even when not in some window, but just in the game itself. This combined with the fact, that the most frequented question in multiplayer games was, "Hey, where do we make X please?" (especially once planets were added).

Which lead us to the most obvious complementary feature:


The map searchkovarex

Why not extend the searching to the whole map as well?

We were not sure about what exactly should be searchable, so we just started from the most obvious, the production search. ...

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23 Feb

Hello, It's Earendel back for another electric adventure.
You got your first look at Fulgora in FFF-398. (If you haven't read that already please read that first.) Now let's take a look at the new planet's mechanics.


Lightning storms

Every night on Fulgora brings an immense lightning storm. Lightning hits things at random based on material and height. If you're wandering around in the middle of nowhere expect to get zapped a few times. It can kill you and wreck your stuff so look for shelter when it starts getting dark.

Mp4 playback not supported on your device. Damage and frequency boosted for demonstration purposes.

Ruins provide init...

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16 Feb

Post

Hello there,
Where shall we go today?


Welcome to Fulgora

You land on an unfamiliar planet, a lifeless and desolate place. The thin air is freezing cold but bone dry. A distant sun twinkles in the dull purple of the sky. Wispy clouds race by as a gale whips up sand that grates against your armour.

Fulgora planet icon

As you look around, you find yourself in a desert with endlessly snaking dunes of dust-like sand. The dust almost seems to hover as though gravity were overwhelmed by static electricity. As you press forward, you pass peculiar pillars of fused sand and metal. The sand gives way to rock as you find yourself on the edge of a wind-swept plateau.

Mp4 playback not supported on your device.

Standing on the cliff-edge, you see similar landforms ...

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09 Feb

Comment

Originally posted by Specific-Level-4541

Maybe alt-mode won’t toggle until after the player releases the key?

Yes, pressing ALT-click won't toggle the altmode, as it also isn't toggled when you do ALT-TAB.

Post
    Pard on News - Thread - Direct

Hello,
we have gathered here today to talk about a new quality of life feature coming with 2.0.


Motivation

Factorio has a quite a lot of items and recipes. Since the new things are unlocked over time, the number is manageable. However with Space age, there are a lot of new things you unlock, and you can start to lose track. Mods have had this sort of problem for a long time, and there are also mods which help to solve it , such as FNEI and ...

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02 Feb

Post

Hello,
Today we will be looking at (and listening to!) many of the sound improvements we have been working on for 2.0.


Working sound accents

The sound an entity makes when it is active is usually a single looping main sound, some entities might have sounds that play when they become active or when they stop working and go idle. In addition there are several properties and modifiers that can be used to control working sounds a little bit more. But there is only so much one can do creatively with a single looping sound when it needs to work in all situations.

The ability to synchronize the sounds of a machine to its animation was very high on the list of requested audio features. What I came up with was the concept of Sound accents. Shorter sounds which get played at a specific frame of a specific animation. Initially I expected a machine would get two or three sound accents to complement its main sound and that woul...

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30 Jan

Post

Gui

  • Trying to close a window will first close any opened drop-down. This improves navigating drop-downs with controllers.

Bugfixes

  • Fixed that empty locale would cause things to not show in GUIs. more
  • Fixed intro sound being treated as gui effect instead of music. more
  • Fixed that LuaFluidBox::get_fluid_system_contents() did not behave correctly when the fluid box was not part of a fluid system.

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

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27 Jan

Comment

Originally posted by 19wolf

so we can actually finish everything in time

In time for when?!

For the release.


26 Jan

Comment

Originally posted by buyutec

Yes but you could do that in 1.1 as well. What I’d want is, after hitting, say 100spm for all sciences, increasing only the red science production to 200 to be useful so I get some benefits before I increase all else to 200.

Thanks for the answer!

The point is, that it now depends what infinite research you mean, because not all of them nead everything.

The mining productivity research for example doesn't need any planet research even with the expansion, while most of the planets have some of its own specific infinite research. So if you improve just one thing, you can then do the one infinite research better.

But if you want to improve every research production at the same time, it actually get worse.

Comment

Originally posted by cube1234567890

How consistently will we have to name train stops? Will we have the ability to provide a signal to a train stop to determine its purpose, such as a positive value for an item signal making it a "pickup" station and a negative value making it a "dropoff" station? It's how I imagine you'd be able to make stops that want or supply different items without enforcing a naming convention from on high. Maybe we want Train stop is full of bees to supply our iron :3

That way you could use some clever circuitry to request different trains too...

We didn't do a system to be able to change the name of the stop by a circuit network, if you asked that.

It is something that would make sense to do eventually, but we have a lot of things to juggle, and we are now really trying to cut on adding things, so we can actually finish everything in time.

Comment

Originally posted by Steeljaw72

I am very curious to see what scale you think the new bases are going to be in 2.0. I have found that scale is something the community struggles with when discussing the game. Some players think 100 trains on a rail network is huge while others would think 1k trains is barely entering the mid game.

In my modular train bases, 1.5-3k trains is pretty normal. In my centralized bases, 1-1.5k is not unheard of.

Just from everything that has been said in the FFF, it sounds like you (the devs) expect bases to be way larger than what we are doing now. How many trains do you expect we will use at megabase level in 2.0? What size are your bases now (in 1.1) and how large are they in the current 2.0 build?

I have no idea. If megabase is basically as big as you can build without the game being too slow, then it depends how many optimisations can we do before the release.

Comment

Originally posted by Ekgladiator

Elevated rails..... Is there a fff I can read more about this because it sounds interesting 🤔

Sure, "fff elevated rails" google search leads right to this:
https://www.factorio.com/blog/post/fff-378

Comment

Originally posted by buyutec

Did you slowly build up to 10K or planned for it? My biggest gripe with 1.0 is that you hit a certain SPM and you can't slowly increase from there (as increasing production of only 1 science is not useful), you have to plan the entire thing to hit a higher SPM. Does that change in 2.0?

Well, at some point, i built train based research production, and then just improved th emodules inserter qualities, lab qualities etc.
But at this point, increasing the lab production wouldn't be that hard, as I have modular scien production modules which I could theoretically just copy paste around.

Comment

Originally posted by Fisherman_56

Were you considering integrating purely visual mods into base game?

Disco Science and Bullet Trails, while not changing anything gameplay-wise, make Labs and Gun Turrets look so much better.

We were considering it, but never did so, because it is really really hard to make that mod and different graphis can never change anything game play wise.

Comment

Originally posted by subjectivelyimproved

Are you planning to precalculate the routes for trains as part of building rails and scheduling trains, instead of pathfinding on-the-spot?

Or are you referring to collision checks?

Consider me teased either way

The slowest part now is the collison checks of the moving trains, as every train needs to calculate the potential collisions for ever wagon, which is often rotated every tick when it is moved. And also, it needs to re-register the entities of the wagon as they move every tick.

The problem is, that with all these checks, it almost always never hit anything. So the idea is, that in the very rare case something is on the rails (only player, biters or vehicles basically), it would specially register on the related rails. So the train moving on rails, would (almost all of the time), just check that there is nothing on the rails, and it doesn't need to check anything.

With this idea, the train moving could be much much cheaper.

Comment

Originally posted by JimmyDean82

600 trains was ages ago for me. And my base is only 1/5th done. Think I’m at almost 2k trains.

Oh, I hope we get to do the train moving optimisation I'm planning for so long (we probably will), the more trains there is, the more it will help obviously.