Factorio

Factorio Dev Tracker




13 Oct

Comment

Originally posted by Gnarmaw

I like everything except for the remote deconstruction, for some reason I have tendency to right click randomly, and even though there is an undo feature, I don't like the idea of randomly deconstructing stuff.

it takes a bit of time to mine the first thing, only after that it's instant - to prevent exactly this problem

Hello,
we would like to talk about the remote view changes coming in the 2.0 base game update. This is one of the foundations to be able to talk about the space platform and planets later, so lets get into it!


Remote viewkovarex

In the ...

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06 Oct

Comment

Originally posted by RoofComprehensive715

I think the remote interactions are going to compliment the space elements pretty well as you can't be expected to be everywhere at once

Yes, it is a prerequisite to a lot of the content.

Comment

Originally posted by juckele

Does this mean we're getting a replacement for splitters filtering for deconstruction planners?

You can still make items from blueprints as before. Especially because their physical existance in the world might be useful.

Comment

Originally posted by Virtual_Function_958

How does this work with Spidertron remotes? They have configurable state and need more than one.

Spidertron remotes will be covered in some future FFF. The clumsiness of the current 1.1 solution is crazy.

Comment

Originally posted by tincanstan

Will abstract items still take up inventory space?

It would be awesome if there were more inventory management options in general.

(Inventory tabs, item quality filters, etc)

They can't be inserted into inventory, similarly how you can't insert copy-paste tool and such.
The way I personally use it, I just press alt+R (the default shortcut for the red wire), do what I want, and the q to forget about it. No inventory management is related.

Comment

Originally posted by Honza8D

I was hoping for some new content showcase, like the quality system. Those technical improvements are nice and all, but not that exiting.

They can't all be bangers

Let me show you around. That's our lab table and this is our work-stool. And over there is our interplanetary space-platform! And here's where we keep assorted lengths of wire.

Whoa! A real live space-platform!

We designed it ourselves. Let us show you some of the different lengths of wire we used.


Electric pole improvementsboskid

This will be more of a technical journey, a peek behind the scenes of what we have to consider when adding features, and it will be wired to one of the features I had to refactor in order to allow more features: manual ghost wires.

The technical starting point

Traces of the first implementation of copper wires can be seen in Factorio versions as old as 0.2.10 from 2013 and they actually survived up to the 1.0.0 from 2020.
Copper connections between electric poles were just a targeter pointing at another electric pole saying "I am connected to this electri...

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30 Sep

Comment

Originally posted by SBlackOne

Will they require concrete? Would make sense of the way they look.

Yes


29 Sep

Comment

Originally posted by BiblicalFlood

When you try to manually mine the support, it will automatically select (and mine), the rails that depends on the particular support first.

You guys think of everything. How will this work when the player's inventory can't hold all the rails? Like belts, where it dumps the items on the ground, or like chests, where you mine what you can hold and the rest, including the structure, stays?

Its not like we think of everything. We just played the game, and realized it is quite annoying otherwise.

When you don't have space in the inventory, it just fails to mine the same way as if you wanted to mine the related rail directly.

Comment

Originally posted by trplclick

Are elevated rails a special item or are they just regular rails?

regular rails.

Comment

Originally posted by yoriaiko

What happens if bitters destroy rail support?

What if the train will be on top of supported part?

Can we make solid wall of super heavy supports to protect base? (ah that reminds me of pipe walls from before concrete)

When rail support is destroyed, all the rails which wouldn't have enough of support are destroyed as well.
When you try to manually mine the support, it will automatically select (and mine), the rails that depends on the particular support first.

Comment

Originally posted by Krashper116

do you need to craft ramps and supports? or will the rail planner make them the same way curves are created?

You have to craft them - they are 2 special items

Comment

Originally posted by eable2

This is really really great work, and I appreciate how hard this must have been to implement!

As excited as I am, I do have a small critique: Even though the ramp entities are huge, they still feel a little small and steep for how fast trains in Factorio can get. In the GIFs shown, it feels like the trains should be launching off of the rails. I don't think Factorio trains have upstop wheels!

My suggestion is therefore to force trains to slow down if they're going on a ramp. Or another idea, if you're feeling adventurous, would be to have another even huger ramp (2x size?) that lets trains go at full speed.

Weeelll, today you've learned that they do have upstop wheels!

Checkmate!

Embrace the RCT <3

Comment

Originally posted by unwantedaccount56

Interesting detail: the upper level is 3 tiles higher than the ground level. Because the train grid is 2 tiles wide, you never have an upper level track exactly on top of a lower level track of the same direction, so the rail planner will always know which track it should connect to.

Exactly :)

Comment

Originally posted by TheChubFondu

Do the rail supports automatically place if dragging the rails to create large segments? Or will we have to change our item to place them manually? (Thinking pre-bots)

The rail planner places them automatically.

Comment

Originally posted by raur0s

We had always felt it makes perfect sense, but trains in Factorio would rarely ever get into serious enough throughput issues to justify adding elevated rails.

I beg to differ, but I'm not complaining. Better late than never.

With all respect, in a "normal" game you never really reach it. When you get to megabase territory, sure you do but it's still very late :)

Comment

Originally posted by gandalfx

I know you've already scrolled down to see the ramps instead of reading this but it just felt weird not to put a paragraph here.

The self awareness! :D

(: