Factorio

Factorio Dev Tracker




08 Nov

Post
    Hrusa on News - Thread - Direct

Hello,
We are still diligently working away at the Space Age bug reports.


Trouble with languages

While fixing an IME keyboard (Asian language) bug introduced by the 2.0 update, I got curious and started exploring localisation for various languages. Even though my native language is Czech, all of our development on the game happens in English, so I essentially never run the game in this mode.

As I was twiddling about in the Czech crafting menu, it quickly came to light that the user experience wasn't as smooth as I would expect.

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05 Nov

Post

Minor Features

  • Cars and tanks will auto-refuel. more
  • Relation between offshore pump and fluid tiles added to Factoriopedia.
  • Statistic GUI precision is preserved across instances.
  • [space-age] Space platforms can be built with quality starter packs. more

Changes

  • Increased spidertron walking sound volume.
  • Using the "craft all" hotkey on free recipes queues 1 stack of the results. more
  • ...
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04 Nov

Comment

Yes its actually a hiccup we experienced ourselves, but its low priority for now, we want to make it work like you expect


01 Nov

Post

Changes

  • [space-age] Changed self-recycling recipe statistics to be ignored in production graph.
  • Changed sprites with scale between 0.5 and 1 (exclusive) to apply downscaling to low resolution (affects base game biter sprites).
  • Changed cargo landing pad mining time to 1.
  • Moved the mods GUI search to be with the content it is searching.
  • Added linear interpolation method (used by default now) for audio resampling when playback speed is changed. more
  • Added an option to disable animated ghosts to aid performance on integrated GPUs. ...
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Hello,
It is a busy time fixing bugs and cleaning up after the Space Age release.


Factorio: Space Age - Soundtrack releaseAlbert

During the last weeks, our dear Petr - Music composer of the Factorio: Space Age (...

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31 Oct

Comment

Originally posted by Liberum_Cursor

lets update my upgrade planner to reflect that.

But then you have to modify every item in the upgrade planner by hand, which is quite tedious.

If there was an option in the upgrade planner that said "anything that's epic," -> "upgrade to any that's legendary," then that'd be the only addition necessary

Instead of having to change inserter(normal) -> inserter(uncommon), have the option be x(normal) -> x(uncommon)

Unless there's already a way to do that with parameters in the upgrade planner? I haven't tried that yet

I don't find it tedious. Lets say you spend hours expanding gleba production and quality related stuff, and then, finally you have enough of legendary stack inserters, so you can use them everywhere, but the part of few seconds to upgrade your upgrade planner is tedious? I don't understand.

You never want to upgrade every item in the upgrade planner at the same time, so why would there be a tool for that?

Comment

Originally posted by Mandlebrot

It's not just for bulk upgrades - but taking an old design and clicking on various bits - inserters, assemblers, modules, beacons... to tweak it up or down one quality level at a time. Like going from fast inserters to bulk inserters! (you don't have to worry about rotation either!)

(Upgrading belts and pipes for quality though, fair enough that's fairly useless)

In all of our playthroughts we were always choosing different kind of items to be upgraded at different times based on need, and then we upgraded the master upgrade planner to reflect that. The master upgrade planner could be used anywhere, even repeatedly, and it always upgraded stuff to the current tiers. Having an upgrade planner which upgrades everything to the next tier is quite theoretical need, the same as the current feature of an empty upgrade planner which upgrades evertyhing to the next tier of thing (normal belt->fast belt etc)

Comment

Originally posted by Liberum_Cursor

u/kovarex consider adding this! or hey, someone make a quick mod :)

But why? If something I would remove the "auto-upgrade" weird feature of an empty upgrade planner. Upgrades always work better when they are explicit decisions. Like, oh I have enough of rare bulk inserters already, lets update my upgrade planner to reflect that. As opposed to, yolo, lets upgrade everything to legendary.


30 Oct

Comment

Originally posted by Mooncat25

There has to be a QoL update from Wube. Like a Quality Planner - select to upgrade / alt-select to downgrade.

But why? For what? Why would you ever want to upgrade every single item to a higher quality at one time?

Comment

Originally posted by QuantityExcellent338

I dont see the problem with that and it opens up a new challenge from the sole fact that you cant mix them. You choose where you incoorperate quality (either at top level where you craft machines, mid levels like circuits, or bottom level with ore and plates which is the most difficult), and as you work your way up and sort the quality objects you can get basically guaranteed quality.

If you could just mix quality ingredients, any of the satisfaction for setting it up right would be lame when you can just throw some quality on miners and get a free boost- thats whats Productivity is for.

Trust me, in a few months people will super optimize current Quality mechanics and learn to love it. I think people see Quality and incoorporate it too early and get frustrated when this is Factorio after all, it's entirely optional layer of complexity, not just a productivity stat. Though I agree it does lack some Quality of life and clarification that can easily be adde...

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It would be much worse, because people would complain, that their precious legendary items were consumed and lost because of a simple filter inserter misconfiguration.

Comment

Originally posted by Atreides-42

Wasn't quality talked about in the context of "Sprinkle a few quality modules throughout your factory, and statistics will mean you get random rares"?

Because Quality as-is does NOT work that way. You either have to absolutely 100% go all-in on quality, or ignore it for anything except the most final of end products. If you just throw quality modules into your machines the same way you would speed or production modules (or efficiency I guess) you're basically just guarenteeing your factory will choke up and come to a halt.

It's just such a weird mechanic. It really feels like it needed months more development, and tonnes of playtesting from average players, not just devs and streamers.

Yes, you can sprikle few quality modules into the factory (assuming it is a final product, and you properly filter it). But we never said that you can just sprinkle the modules everywhere, it is very clear.

Also you absolutely don't have to go 100% all-in on quality, there is a whole spectrum of the involvement of quality in the factory, from completely ignoring, to putting it everywhere and dealing with the complexity.

All I see is a complaint about "when I just randomly put modules into a factory, it will not just magically make everything better", and yes, it is not that simple, but I see it as a feature, not a bug.

Comment

Originally posted by Atreides-42

Quality feels really, really half-baked in its current implementation. The fact that absolutely everything in the game treats different quality items as entirely different items, and there're no "Highest available quality", "Any quality above X", "Any quality below Y", etc. options for anything is unbearably annoying.

Hello, what do you even mean by "highest available quality", where exactly would you like to use it? or "Any quality above X", These sentences are very abstract, and I can't imagine anything specific when reading these.

Comment

Originally posted by Ellisthion

You can’t use that for everything. Eg you can’t logistic request “uncommon or higher”, you can’t even request for two rarities of the same item because it says it conflicts.

Yes, you can't request uncommon or higher, because it would be very unclear what it means. And yes, you can order two rarities of the same item.

Comment

Why would you want to upgrade everything to higher quality, it makes 0 sense to me. Also, you can alter the blueprint to make just one entry for entity/item you care for, and make it quality < target -> target

Post

Minor Features

  • [space-age] Offshore pump speed increases with quality.

Changes

  • Curved rails cost 3 rail items to build.

Bugfixes

  • Fixed Remote View sometimes flickering to the wrong surface when using Next Surface/Previous Surface hotkeys.
  • Fixed that the Surface List would react to the Home and End keys after it was clicked more
  • Improved diagonal character movement which should help slip between things easier. ...
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28 Oct

Post

Bugfixes

  • Fixed rocket silos requesting more items than necessary. more
  • Fixed a crash when reading owner_location on simple item stacks. more
  • Fixed mini-tutorial scripts crashing or not granting items if player switched to remote view.
  • Fixed that LuaControl::opened write did not work for several GUI types. more
  • Fixed that elevated rail entities would still work without owning space-age. ...
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25 Oct

Post

Features

  • [space-age] Asteroid collector filters can be modified by blueprint parametrisation.
  • Programmable speaker can be modified by blueprint parametrisation.
  • When imported blueprint is placed, assembling machines will be configured with the recipe even when recipe is not yet researched.

Changes

  • [space-age] Fulgora ruins now also drop iron sticks when mined so electric poles could be crafted without recyclers at the start.
  • [space-age] The "Custom minimum payload" slider for orbital logistics now offers more sensible values.
  • [space-age] Orbital logistics "Custom minimum payload" is now checked against largest possible payload before setting the filter.
  • [space-age] Cargo bays will show a warning icon when they are not connected to a Hub or Landing Pad.

Optimizations

  • Improved performance of technology GUI when viewing only essential technologies. ...
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Comment

Originally posted by ArisenIncarnate

The point is that 'ton' is ambiguous.

Long ton A unit of mass in the Imperial system that is equal to 2,240 pounds. It is also known as the British ton.

Short ton A unit of mass in the avoirdupois system that is equal to 2,000 pounds. It is also known as the US ton.

All systems but the metric one were long forgotten in the Factorio universe, so I don't see any ambiguity.