Factorio

Factorio Dev Tracker



23 Sep

Comment

Originally posted by [deleted]

[deleted]

As mentioned in the announcement last week, after the launch I will also work on controller support for PC and Steam Deck.

We have a long history of trying to bring Factorio to other platforms, including consoles and mobile phones (not including ...

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22 Sep

Comment

Originally posted by HuskyBlaze

The game is perfect. Thank you.

Thank you


19 Sep

Comment

I tried that when making the splitter icons originally. It sucks.

Basically, in general the bottom-right section of the icon is almost always obscured by a number, and the colourful arrows are the part by which you tell it's a splitter.

TL;DR: No, sorry!

...And what if I told you some other icon(s) have similar "issues"?


14 Sep

Comment

Originally posted by qkvb

Is this something you worked on alone? Asking because of the "I"-tone of the article. You da real MVP!

It was mostly my pet project and I was the only one working full time on it. I tried to let the rest of the team focus on the expansion and not get in the way, but others helped me out with some things, such as graphics optimizations, web backend, testing, playtesting and feedback.

Comment

Originally posted by DrBrainWillisto

Why is it not priority to get support on the deck over the switch?

Because I started the Nintendo Switch port before the Steam Deck was even announced, so first thing's first. Also it's just me working on the projects, as the rest of the team focuses on the expansion, so it takes time.


13 Sep

Comment

Originally posted by RoadsideCookie

Is this all coming in the base game as well so we can get controller support on PC/Steam Deck?

Yes, eventually.

Comment

Originally posted by abusbeepbeep

I can plug a USB keyboard into my switch. Any idea if Factorio will support that? I guess perhaps not since you would also need a mouse

Currently you can plug a keyboard(and mouse too) and map some actions to keyboard shortcuts, but you will still need a controller to play. In the future I want to implement full mouse and keyboard "mode" so you can just play with for example a wireless mouse and keyboard.

Comment

Originally posted by Shagyam

https://youtube.com/clip/UgkxRkYnQsMMruLVLKIQJKbcpbjfE4HB0G5-

Can someone tell me how this is possible? I can never get this to work when I play. I always die

I captured that footage. I can't tell you how many times I died before recording the final take.

Comment

Originally posted by Agitated-Age-3658

Why not add (USB) mouse support as well? There is at least one Switch game that has it (Game Builder Garage).

It's in my plan. Currently there is actually limited support. You can plug in a keyboard and map keys to some actions, but you still need the controller to play.

Comment

Originally posted by trollied

Interesting, allows cross platform play. Their excuse for not natively porting to Apple Silicon Macs now does not exist.

Main issue is dealing with the new toolchain, all the Apple notarization, constantly changing rules and lack of backwards compatibility. Not a huge deal but it still means we need a dedicated Mac guy.
The Nintendo Switch port only happened because I'm a fan of the console so I was ok with dedicating time to it.

Comment

Originally posted by TheSkiGeek

And then after that they said they would (IIRC) "never" port the game to anything that wasn't x86.

We are many developers and we don't always agree with each-other :P

Comment

Originally posted by Terrorsaurus

The only reason it's completely doable on Steam Deck is because the trackpads. I'm REALLY curious what the Switch control layout is going to look like. This is pretty exciting, and I'm glad that official controller support is being worked on. My initial guess as to how they'll pull it off is by combining buttons into larger submenus. For example, holding RB would bring up a radial menu with things like copy/paste/etc. Going to be real interesting to see their solutions.

Pretty much spot on. Holding RB will bring up a radial menu that has quickbar items, tools(copy, paste, new blueprint book) and panels(trains, blueprint library, tips and tricks)

Comment

Originally posted by Swarley_74

Waiting 1 year the expansion without any news and see that .. my heart is broken....

To put this a little more into perspective, there's been pretty much 1 person working on the switch, while the rest of the team is working on the expansion. Don't take them as mutually exclusive. :)

Post

For the past one and a half years I've been working on a secret Factorio project. Today we are finally revealing it.
As announced during Nintendo Direct, Factorio is coming to Nintendo Switch! It's already in the final stages and the global release date is set for 28th October 2022.

Here is what to expect:

  • All of the game's content will be available. The gameplay is not simplified and there are no artificial limits.
  • There will be no mod support.
  • Multiplayer will be available, including playing cross-platform. Nintendo Switch Online is required for online play, but not required for LAN games.
  • Save files are compatible between all platforms. There will be no save transfer feature at launch, but you can transfer your saves using multiplayer.

Performance

On...

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12 Sep

Post

Graphics

  • Updated transport belt icons.

Bugfixes

  • Fixed unregistering multiple events at once would not clear event filters. more
  • Fixed inactive mining drill playing its working sound for a moment when panning over it. more
  • Fixed a crash when pressing Alt+F4 or clicking the X button when in sound settings. ...
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10 Sep

Comment

Splitter no contest Splitter wins splitter is the winner the winner is splitter


22 Aug

Post

Bugfixes

  • Fixed LuaControl::enable/disable_flashlight when LuaPlayer points at a player with CharacterController. more
  • Fixed incorrect fluid arrows on chemical plants, pumpjacks and oil refineries more

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

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