Factorio

Factorio Dev Tracker




01 Sep

Comment

Originally posted by DrAndros

An other new feature I've noticed is that in the image with the roboport robot request feature in the inventory the red wire doesn't stack. I think the wires are now permanent, so hopefully there is no need to craft a bunch of them when designing circuits.

And the wires are in two places in the inventory. This can't be filtering, because there would be a blue background behind the slot, so maybe it's changed.

Or the inventory sorting could be turned off entirely, but that wouldn't be exciting.

It will be discussed in more detail in the future, but

  1. It is quite clear, that there were things in the inventory which Scott just didn't want to show yet, so he just pasted the icon over.
  2. One of the FFFs in the future will be about all the improvements of how you can build and configure things remotely. Almost everything is doable remotely already (with more or less hussle), but you can only build wires locally, or by a blueprint trick, which was quite annoying, so you can guess what we did :)
Comment

Originally posted by BraxbroWasTaken

Will those capabilities be available for modders when the expansion is installed, then? (though I’m not sure I like locking down the engine to prevent reimplementation of the expansion; that seems more like something that should be a ToS enforcement on the mod portal than something built into the game, in my opinion; is this the plan just because it’s easier on your limited personnel?)

There are (will be) bunch of switches in the mod json file, which specifies what kind of "special features" is the mod demanding.
If the mod demands the space-platforms feature for example, the related stuff will be usable by the mod, but the mod will require to have the expansion executable.

TL;DR; There can be both expansion/non expansion mods, based on what the mod wants to use.

Comment

Originally posted by I_IblackI_I

Do the things like the robot improvements come as a free update or require the purchase of the expansion?

These changes come as free update.
It would actually be technically harder to make it only for an expansion, as it is change of how the thing is programmed in general.
Generally speaking, expansion stuff is new content (like the space platform, other planets, etc.). Sometimes, new engine capabilities might be expansion only, as there would be way too easy to make mod which just gives you the new expansion content, it will be all nicely explained in the next FFF which will be a good example of such a case.

Comment

Originally posted by Malfuncti0n

I never knew I needed these changes, amazing!

Hope it might come in 1.2 before the expansion, I don't see a reason why not?

The source code (branch) of the the expansion WIP diverged so crazily much from the 1.1, that backporting any non-trivial feature is a lot of work, sometimes almost the same as doing it from scratch.

Hello,
today we are going to talk about some flying robot behavior improvements. Some of the problems we fixed were reported countless times, so I hope that some people will appreciate it :).


Quality of life versus flashy featureskovarex

I know that you are mainly looking forward to the new content, and that just quality of life improvements aren't the kind of things that make people buy the game and get excited for.

But I strongly believe, that if you want to add content, mechanics, and systems to a game, which already isn't simple, there is always a risk of just it being too much. By doing QOL improvements, we reduce the small hassles and annoyances, which effectively creates an extra mental space to enjoy more in the game. Its like cleaning your room before getting a new toy.

So to make things clear, the reason that we make and present these kind of changes is not because we don't want to make new flashy f...

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26 Aug

Comment

Originally posted by iyix

Sorry to hijack your comment, but I am just really wondering about something: did you play Space Exploration for any significant amount of time and how do you like it?

I never played personally, but I got first-hand info about it from Vaclav who finished it twice. So I have some idea about it.

Comment

Originally posted by AmasserOfHobbies

I was also annoyed by that!

Do I detect some usage of past tense? :)

*Poker face*


25 Aug

Comment

Originally posted by Vollgrav

I just imagined a group of developers reassuring each other all the time that wszystko będzie, partly jokingly and party seriously, and it sounds like a nice atmosphere at work :)

Even if some of these thigs arrive many, many years later.

Something like this, yes :)

Comment

Originally posted by Vollgrav

"Wszystko będzie"? I thought you're Czech, not Polish :) Great attitude, by the way!

We are czech, but we have polish friends, and the saying just became somehwat of a meme in the office just before we had to figure out the company name.

Comment

Originally posted by BartZeroSix

Well I hope it's like oil in factorio, not something too hard to do.

It pretty much remains there, don't worry.

Comment

Originally posted by drewwil000

Ah, yes, why research cliff explosives when nuke do trick.

Well, the nuke won't do it automatically by robots for example :)

Comment

Originally posted by AgileInternet167

Please tell me you can still have requester chests on the first planet.

Yes, that's what I meant by not touching logistic system :)

Comment

Originally posted by djdan_FTW

my guess is that the challenge mostly comes from making tradeoffs between getting to the destination faster and defending your ship when you have very limited space to work with. I think it's a good idea, since space is almost never a limitation in the base game, but some of the most satisfying moments come from figuring out how to pack a production line as small as possible

Inspired by the boardgame Galaxy Trucker, perhaps... (probably not).

We like that game indeed!

Comment

Originally posted by StickiStickman

But also sounds like it will have less content overall than the mod, which is a bit disappointing.

Also really not a fan of them removing stuff from the base game like artillery and dynamite and locking it behind specific planets. Having stuff you had before removed just to pad the DLC doesn't really seem like it is rewarding.

Obviously, as long as the expansion isn't activated, the techs in vanilla are as they were (apart some balancing tweaks comming with the update).
And the changes are made only by the expansion mod when activated.

I believe that even wouldn't try to lock existing content behind a new DLC gate :)

Comment

Originally posted by ferrofibrous

A very common question/complaint I see here is no train-side logic that lets you stop at a refueling station only when needed.

I was also annoyed by that!

Comment

Originally posted by oForce21o

that feature seems off-putting to me. Whats so important about making the rocket cheaper? can we have the choice to keep prices the same as vanilla and still have a good time in dlc?

The changes are based on actual game testing by people from the team who are quite knowledgeable about Factorio.

Having rockets expensive in vanilla is fine, when it is basically the top-tier most expensive thing in the game, but once it is just a way to get to the further parts of the game, with more than enough ways to spend resources and production, it just felt way too slow with the current setting, where you had to spend tens of rockets just to build a small platform.

It still holds, that the Factory (even just the rocket production), is expected to be quite bigger compared to vanilla eventually.

Comment

Originally posted by lo53n

To not force players to increase production to unreasonable levels on a planet that we will most probably abandon in favour of new places? Having vanilla price is good for normal playthrough, as it is your game goal. In Space Age goal lies somewhere else, there is no point in blocking access to it behind big base and lots of tech - considering they are shuffling tech tree to move techs behind visiting other planets.

The expansion was specifically designed in a way that you never abandon anything, you just grow and expand :)

It would be quite annoying to build all the infrastructure on the first planet with the knowledge that everything is temporary and you are going to abandon it.

Comment

Originally posted by ReikaKalseki

The engines look amazing.

However, that center whitish building does not look nearly as good; not only does it look much "cleaner" than the usual more rusty and industrial style of Factorio, but even the art style looks different, being flatter and more "line-art". It looks like something from a cartoon.

Fortunately, this looks to be a one-off (and might in fact be a case of that building still being WIP); the grinder and arm-socket buildings look fine.

I only call attention to it because I have been doing a lot of Subnautica recently, and the style clash between their old and new audio designers is...drastic to the point of being jarring and affecting the experience, and I had an initial moment of fear that something similar was going to happen here.

Hi, indeed the structure in the middle is just a 2D drawn placeholder, and the real finished version is being created based on it.

Comment

Originally posted by audigofaster

Moving already existing techs into the space sciences is not something i like. It feels like this one change means the expansion is going to be balanced like space exploration, and that is not a good thing at all. One of space explorations biggest mistakes is taking away some of the best quality of life techs and delaying their unlock, its not fun or challenging, just a pita grind.

Don't worry it won't be nearly like what SE does, and since the rocket silo will be researchable earlier, all of the base game's unlocks will still be accessible quite early.

We are not touching logistic system's availability, and cliff explosives, well, there's still going to be nukes which can destroy cliffs.