Factorio

Factorio Dev Tracker




06 Jan

Comment

Very nice, I was watching a lot of his puzzle game playthroughs previously :)


30 Dec

Hello, another year has come and gone.

We know this year we were very sparse with any details about the expansion, and it is what you all really want to hear about. Trust me we really want to tell you about it, and in time we will. There are still major sections of the gameplay being changed and adjusted, and if we tell you about them now, the information would quickly become outdated and inaccurate.

For now, we can offer this Christmas postcard Albert has made, which has a sneak peek of some new item icons.

As well, we do have some other topics we can discuss.


Sales update

This year we have reached another sales milestone, with 3.5 million sales being passed this Christmas. We are still having steady and consistent sales of about 500,000 each year, which in retrospect validates the original no-sale policy ...

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25 Dec

Comment

Originally posted by Cartz1337

Look at what is happening with Kerbal Space Program 2. Already burning goodwill. Better to not build hype until you know you can deliver.

Can you explain a bit more what is happening with KSP 2?


15 Dec

Comment

Congratulations! :)


12 Dec

Comment

Try toggling to editor (type /editor in the console) and seeing if the game is paused there (the "time" panel).


10 Dec

Comment

Originally posted by botmaster55694

Really cool idea and great execution, but i dont think the pink requester chest fits

Its the classic design technique, of always leaving room for improvement :)

Comment

Originally posted by Rick12334th

Klonan is a Wube dev, mod developer, and community manager here! When do you sleep? Thanks!

Judging by my recent mod releases, i've been sleeping for the last 18 months

Comment

Originally posted by sittytucker

Unrelated question OP: How do you make such good video/gif out of Factorio? Like that zoom in / zoom out and that panning was so smooth, how do you do it?

I used a console command to start a cutscene, something like:

/c
game.player.set_controller
{
  type = defines.controllers.cutscene,
  waypoints =
  {
    {
      position = game.player.position,
      transition_time = 1,
      time_to_wait = 60,
      zoom = 2
    },
    {
      position = game.player.position,
      transition_time = 3 * 60,
      time_to_wait = 60,
      zoom = 0.5
    },
    {
      position = {0,0},
      transition_time = 3 * 60,
      time_to_wait = 60,
      zoom = 0.5
    },
    {
      position = {0,0},
      transition_time = 3 * 60,
      time_to_wait = 60,
      zoom = 2
    },
  }
}
Comment

Originally posted by JKaps9

Does the drone crashing impact buildings? Or biters? Can you control where it crashes? It's a cool balance to have it destroyed so you have to expend resources to build more. Wondering if you deliver in the middle of a big base could you accidentally destroy some buildings.

The crashing doesn't cause any damage, its just a visual effect. I was thinking to make it damage things, but since the final suicide flight path is randomised, it would be some unpredictable mechanic, and people would probably ask that I make it try to land somewhere safe.


09 Dec

Comment

Originally posted by Dagkhi

Does it really drop them in one by one? that seems a very slow process

It drops 1 stack at a time


06 Dec

Post

Bugfixes

Modding

  • Added CarPrototype::immune_to_cliff_impacts, true by default. If set to false - entity will take damage when it collides with cliff prototype entities.
  • ...
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01 Dec

Post

Bugfixes

  • Fixed items dropped on underground belts could be inserted at a wrong position when transport lines were facing east or south. more
  • Fixed DNS CNAME records confusing the SRV lookup on Windows more
  • Fixed a crash when hovering over some rich text tags and destroying the object they refer to. ...
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25 Nov

Post

Hello, engineers! I'm a newer face at Wube and have been mainly working on expansion content for about one year now. Today, I'm here to share some exciting non-expansion news for our Mac players.


Factorio Runs on Apple Silicon

As of version 1.1.71, Factorio runs natively on Apple Silicon Macs! On these machines, the game should run faster and use less energy than in previous versions. You can see which binary version you are running in the top-left corner of the main menu.

x86_64 binary for Intel Macs

arm64 binary for Apple Silicon Macs 🥳

This has been a long time coming, but we were never in a good position to implement these improvements... until now.

Motivation

In February, I t...

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11 Nov

Post

Minor Features

  • Improve mod update checking for large mod collections

Graphics

  • Loaders now show their item filters in alt mode.

Bugfixes

  • Fixed a crash when doing alt-reverse selections in zoomed-in map mode. more

Scripting

  • Added LuaInventory::is_full().
  • Added 'include_bar' parameter to LuaInventory::count_empty_stacks().

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

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04 Nov

Post

Minor Features

  • Added preferred audio device output setting.
  • Added the current binary architecture to the main menu version string.

Optimizations

  • Added native support for M1 Macs.

Bugfixes

  • Fixed a crash when canceling deconstruction of a pipe to ground while the GUI was open. more
  • Fixed entity ghosts would draw wires even if prototype of inner entity disabled it. more...
Read more External link →

02 Nov

Comment

Originally posted by Healthy-Rent-5133

I don't see how it wouldn't work if the joystick did same as wasd did. But at least add them to key binds, then I can do wasd on Arrow keys

The problem is the distinction between W, W+D, and D for example is too subtle. Instinctively you would move the stick right to turn right, but in that case you end up going right without acceleration which most of the time is not what you want. In practice it's extremely fiddly to turn and accelerate. It involves trial and error on every turn as you find the positions for W, W+D and D.

Comment

Originally posted by 0235

Thanks! Don't want to nag, but is it possible to have a vibration intensity slider instead of just on off. I love the vibration and feedback (the controller rumble when you launch the game is peak chef kiss but it's sometimes a bit too intense for longer sessions.

Yes, that's the plan. Currently the intensity is hardcoded at 80%.