Factorio

Factorio Dev Tracker




06 Jun

Comment

Hmmm, they might not be discarding their previous target or something, seems like its an internal AI problem (I.E, not the mod script doing anything wrong)


01 Jun

Comment

Just keep finding the bottlenecks and fixing the bottlenecks :)


28 May

Comment

Originally posted by AchimAlman

Klonan published the original mod with a license that especially allows to do this and the last update of the original mod was 2 years ago.

No bugs in 2 years 😎


22 May

Comment

the promised DLC has failed to materialize

failed to materialize so far

Post

Changes

  • Disabled the Command+W keyboard shortcut for closing the game window on Macs. Command+Q will still quit the application. more
  • On macOS, left and right variants of the Command and Option keys are differentiated when not bound as a modifier.

Bugfixes

  • Fixed a desync between ARM and x86 platforms when the pathfinder was overloaded. more
  • Fixed a crash when trivial smoke was defined with bad movement speed values. ...
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10 May

Comment

Sorry, it is not really possible in the engine to get units to 'shoot' at nearby friendly damaged units.


03 May

Comment

Yeah that's only about 20 times more detailed than our actual 3D model for this. (:


20 Apr

Comment

Originally posted by Jubei_

Can you at least confirm you guys are using computers to code? That also might be about as helpful.

I'm pretty sure we have a computer somewhere in the office


19 Apr

Post

Changes

  • Updated SDL to version 2.26.5.
  • Replace "Version" column in mods install menu with "Last highlighted"

Bugfixes

  • Fixed wind sound not changing its volume with zoom level.
  • Fixed that productivity values did not show correctly in some cases. more
  • Fixed texture compression artefacts on Apple Silicon Macs. more
  • Fixed that playing music with master volume and music volume set to 100% would mute all other sounds.
  • ...
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13 Apr

Comment

Originally posted by RunningNumbers

You don’t need the middle splitters

I'm not exactly convinced the word "need" was the design goal here XD


31 Mar

Comment

I think this console command should work: /c global.pvp.config.victory.space_race.active = false


30 Mar

Comment

Sorry for the bugs everyone... now get to back to work

Post

Bugfixes

  • Fixed LuaRendering::draw_sprite and draw_animation throwing an exception when orientation_target was not given.

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

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Post

Bugfixes

  • Fixed a crash when maximum-sounds is set below 16, for example by using --disable-audio or on failed audio initialization. more
  • Fixed that some effects would sometimes be performed twice in multiplayer when FPS is lower than UPS.
  • Fixed LuaSurface::find_entities_filtered would not accept force indexes. more
  • Fixed that solar panels on multiple surfaces would all produce electricity based on a daytime of one of the surfaces when the...
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22 Mar

Comment

The way I look at these things is the return of investment of modules.
Since the actual production is the amount of beacons (lets call it B) multiplied by the amount of assamblers (lets call it A)

A) For cases with a lots of beacons for a little of assamblers, you have basically two assamblers per 1 beacon, so 3 buildings gives 8 output, so the ratio is 8/3.
B) For cases of rows of assamblers and beacons, each assambler is affected by 8 beacons, and each beacon affects 8 assamblers, on avarage 2 buildings (beacon + assambler), gives you production of 8, so the ratio is 8/2.

In conclusion 8/2 is bigger than 8/3, so the rows are generally better.


20 Mar

Post

Minor Features

  • In the blueprint preview window, deselecting all train fuel items disables the 'Train fuel' option. (This was already the case for modules. https://forums.factorio.com/102804)

Changes

  • On macOS, when AZERTY keyboard layout is used, the shortcut for Undo will default to Cmd + Z instead of Cmd + W. more

Bugfixes

  • Fixed loader would ignore ElectricEnergySourcePrototype::buffer_capacity. ...
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10 Mar


05 Mar

Comment

Yeah you wouldn’t want to witness seeing the blender file for these…


03 Mar

Post

Graphics

  • Added support for Wayland on Linux. To enable it, set SDL_VIDEODRIVER=wayland in your environment. (thanks to raiguard)

Changes

  • Music no longer fades out on technology screen. more

Bugfixes

  • Fixed 'on_string_translated' event having incorrect localised_string parameter for fallback groups.
  • Fixed that LuaPlayer::cursor_stack_temporary returned false for pasted blueprints. more
  • Fixed size issues ...
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21 Feb

Comment

Its possible, the code wouldn't look so complicated apart from the 'return to previous speed' part.