Factorio

Factorio Dev Tracker




26 Jan

Comment

Originally posted by Professional_Goat185

This implies that the overall train traffic gets increased a lot, so the quality of intersections and the train network as a whole stops being just theoretical problem

uh, it definitely is not a theoretical problem now, with megabases people are building.

Also does that mean that the expansion will require significantly bigger production than vanilla, or are those (and belt/inserter) changes for sake of the mods ?

The production is definetly expected to be bigger. I'm not sure how much bigger because it very much depends on your personal goals. If you decide to make almost everything legendary in the very endgame (like I did), the sheer amount of production you need for everything is huge, and the factory becomes a monster (and I enjoy it that way, obviously). I have almost 10kspm base, and yet, the science part of the factory is quite small compared to the other things.

Comment

Originally posted by captainserafinowicz

Oh My God trains in 2.0 are gonna be so much fun to use

I can confirm!

I have almost 600 trains in my 2.0 testing game, and it just works. Combined with the bulk inserters and quality, the typical train producing outposts fill train after train.This implies that the overall train traffic gets increased a lot, so the quality of intersections and the train network as a whole stops being just theoretical problem, as it often becomes one of the important bottlenecks even with elevated rails.

Post

Hello,
Another trains FFF!


Generic interrupt

We first showcased the new Schedule interrupts in FFF-389. They allow you to control your trains using conditions and target destinations.

We have played with schedule interrupts extensively, and they work very well for controlling larger numbers of trains and train systems. One small problem/annoyance/crime is that you need to add an interrupt for each type of item manually. So if you want the train to handle Iron gear wheel, you ne...

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21 Jan

Comment

I am not crazy! I know he's using blueprints. I knew it was a 2:3 ratio. Perfectly balanced. As if he could ever achieve such precision. Never. Never! I just couldn't prove it. He covered his tracks, he secretly snuck in a third assembler when I wasn't looking. You think this is something? You think this is bad? This? This chicanery? He's done worse. That smelting array! Are you telling me that just happens naturally? No! He planned it! Jimmy! He automated through a blueprint! And I saved him! And I shouldn't have. I let him into my factory! What was I thinking? He'll never change. He'll never change! Ever since he started, always the same! Couldn't keep his hands off the blueprint library! But not our Jimmy! Couldn't be precious Jimmy! Copying them blind! And HE gets to build a mega-base? What a sick joke! I should've stopped him when I had the chance!


19 Jan

Comment

Originally posted by BengiPrimeLOL

I don't know if Factorio actually uses it, but there's a system called symantic versioning that is often used and very useful in software, and even when it's not formally used, the fundamental principles are loosely adhered to. Simply, symver says you have 3 basic numbers in your versioning, XX.YY.ZZ (ie 1.2.73) that are defined as such, with possible implications for a game like factorio:

XX - Backward Incompatible Features. major changes _that break previous compatibility_. Changes like this would likely see mods break completely, saves may not carry over or require big conversions that may break some aspects of the save.

YY - New, Backward Compatible Features. minor changes or feature additions that do not break any backward compatibility. Mods would likely work, but mod makers may want to add bits to their mods to tie into new features. Save files would likely be safe.

ZZ - Minor bug fixes. Generally no new features, mods & saves would likely...

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Yes, TL;DR, we try to only break mods in major versions. And the change would need an internal name as well, and it needs to be done at the same time, so 2.0 it is.

Comment

Originally posted by Alfonse215

I agree with this. Except for this:

adding the updated internal name will allow mods to switch over earlier

That's the thing: should they actually change the internal name? Like, ever?

That would break a lot of mods, and it's not like there could be a period where the entity has two internal names as a grace period. Every mod that deals with stack inserters would instantly break with whatever version they change that internal name on. And it would be difficult (but not impossible) for individual mods to have their own version with a grace period, where they work with both the old name and the new name depending on which version of Factorio they're running on.

It would be better for them to keep the internal names the same forever. Yes, it's confusing for mod makers, but most Factorio players aren't mod makers and really don't care about the internal name. But they do care that a bunch of their favorite mo...

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You say "Programmers have to deal with hacks all the time. What's one more?"

I say: "Not on my watch"

Seriously, we alwyas keep internal names up to date with how it is called, because all the code, tests, lua code, etc. etc., it would be crazy.

Imagine you wrote a lua script, where you add a "stack-inserter" item to the player, just to be surprised, that it got bulk inserter instead ...

Post

Bugfixes

  • Fixed a crash when searching in certain icon selector GUIs. more

Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental.

External link →
Comment

Originally posted by No_Object446

Is this circuit connection limited to assemblers, or does it also work with chemical plants, refineries, centrifuges, etc.

It applied for all of them, internally they are all 'assembling-machines'

Post

Hello,
let me show you another dose of things we just can't stop ourselves from doing.


Assembling machine circuit controlkovarex

Being able to change the recipe of an assembling machine using circuit network is an obvious feature, and we considered it in the past.

The idea was always postponed, as we didn't see an easy way to solve the problem of potentially having unrelated items to deal with when the recipe was changed.
But, the solution is actually pretty easy, we just create a special "dump inventory" in the assembling machine and put the extra items there.


Assembling machine controlled to produce wooden chests right after it was producing electronic circuits.

The dump inventory is right next to the products, and can be removed from the assembling machine in the same way as the normal products. T...

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18 Jan

Post

Bugfixes

  • Fixed crash when placing linked chest in multiplayer with hotkey suggestions enabled. more
  • Fixed that migration_applied was always false in the on_configuration_changed event. more
  • Fixed that item health bars didn't render correctly ...
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12 Jan

Comment

Originally posted by Weppet

Do you plan to rename the Stack Inserter? I feel like it would be confusing if the stack inserter does not stack items. It's almost like the names should be swapped.

Yeeeeah maybe

Comment

Originally posted by TechnicalAnt5890

Any thoughts on swapping stack and bulk inserter name?

I prefer not, changes should be made only when they make things much better, especially changes related to names we are used to.

Comment

Originally posted by Yodo9001

Does this mean that Bulk inserters can pick up upto four stacks of the same item? (Ex: 4 Artillery shells. Stack inserters are limited to one stack.)

No, the opposite, they are still limited by the stack size of the item

Comment

Originally posted by Soma91

Absolutely incredible change, but isn't the checkbox to activate the filters redundant?

Wouldn't an inserter set on Blacklist without any filters selected just behave like a normal inserter?

Well yes, but if you set your first filter and then discover you're actually setting it inverse by default, that'd be really unintuitive

Comment

Originally posted by Nazeir

So this means busses now become more compact, my 4 lanes of iron on my bus is now just 1 lane of iron. This is a massive improvement for space platforms and when we are rebuilding bases on other planets, a river of iron plates and copper plates will be reduced to a more manageable smaller area.

Well .. more like 16 lanes will be reduced to 4 :)

Comment

Originally posted by TheMiiChannelTheme

Do items with no inventory stack size still stack on belts?

I would very much like to know the implications of having a stack of nuclear reactors carefully balanced on top of each other.

Belt stacks are additionally limited by the normal stack size of the items, so things like armor, blueprints, artillery shells, cannot stack on belts.

Post

Hello,
I have an irresistible urge to tell you a little story. I'm sure you come here for stories, don't you?


A story

Once upon a time, in a land where smoke, pollution and genocide is the norm, there were these developers. They have added various methods of logistics to their game, and the various methods were not always in harmony.

In the community, camps were created and on occasion arguments were raised. Eventually, even these developers added their perspective which could only be equalled to fuel to the fire. Torches and pitchforks were picked up... There were ideas how to calm this dispute, but not much came out of it. Except 96 forum pages of arguments, along with splitter output filters and priorities.

But some ideas are harder to kill than others, and one Friday a developer dug too deep. "For the lulz and discord reactions!" He thought to himself in the heat of FFF discussions, and charged his ...

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