Factorio

Factorio Dev Tracker




21 Dec

Post

Minor Features

  • The permissions list in the permissions GUI can now be localised.
  • Removed feature where reactor collision box would increase when connected to neighbouring reactor (character can now walk in-between connected reactors)

Bugfixes

  • Fixed that biters could get stuck trying to attack an entity they were standing on. more
  • Fixed issue regarding placing an electric pole over a ghost of an electric pole connected to an enabled power switch. more
  • Fixed a crash related to units and mod events. ...
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20 Dec

Comment

Originally posted by cathexis08

If you turn the tile grid on you'll see that the rails themselves are at a 90° angle to each other but the railroad ties are not aligned corner-to-corner in order to match the forced perspective of the rest of the game. In short, you're looking at an example of a perpendicular line optical illusion (specifically a Zöllner Illusion I believe).

This.

Comment

The conflict is simple yet difficult to imagine.

Basically, the game functions on a tile grid where each tile is a square. However, the images in the game are rendered with an orthographic camera under 45 degree angle.

We use axis X to be horizontal, Y and Z vertical. This means that everything that is in Y or Z is distorted by square root of 2 - a flat plane on the ground will have dimensions X=1, Y=1.41, and look like a perfect square in the game.

Generally speaking, this conflict results in some perspective magic that vast majority of the graphics have to do.

As a quick nightmare fuel: Anything you see rotate (except biters, car, tank, and combat robots), is not actually just rotating in the 3D space of Blender, but some additional tricks and modifications are happening to it, often times different rotations are using a very different 3D model.

However, specifically rails are weird because they have the conflict directly in them.

T...

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14 Dec

Comment

Lua is global by default, Somewhere you are doing type = item.name or something, And that is overriding the global type() method.

You need to declare the variables as local type = item.name.


13 Dec

Comment

Console command:

/c for k, v in pairs (game.player.surface.find_entities_filtered{type = "corpse", position = game.player.position, radius = 50}) do v.destroy() end


07 Dec

Comment

Originally posted by swni

LuaObjects are now saved using binary format instead of previous format with intermediate Lua table. This speeds up general handling of LuaObjects and makes saving and loading with a lot of them noticable faster.

Hallelujah, I complained about quadratic saving time a few years ago that was impacting a mod I wrote and I am excited to see this addressed. Does this mean the serpent library is no longer used for saving?

We haven't used serpent for quite a while, info here: https://factorio.com/blog/post/fff-349#lua-serialisation

Post

Bugfixes

  • Fixed transport belts picking up items on ground when rotated. more
  • Fixed that game.map_settings.path_finder.fwd2bwd_ratio could be set to nonsensical values. more
  • Fixed main menu track playing only once. ...
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24 Nov

Comment

Originally posted by Josh9251

They removed 2 letters...

And we still get paid 😎

Post

Modding

  • Changed tip trigger name from "unlocked-recipe" to "unlock-recipe" to be consistent with the way other triggers are named.

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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23 Nov

Comment

Originally posted by egerlach

My understanding is that he's not working on the expansion, but on technical documentation for the main engine.

You're thinking of Therenas, not Earendel


22 Nov

Post

Bugfixes

  • Added tip about power pole coverage when drag-building.
  • Fixed that the distance between first and second pole in the dragging electric poles tutorial was 6 tiles instead of 7.
  • Fixed LuaGameScript::save_atlas() function would crash the headless server. more
  • Fixed possibility for the victory screen to be hidden behind other GUIs under specific circumstances more
  • Fixed generator and fluid energy source t...
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05 Nov

Post

Bugfixes

  • Fixed "create-trivial-smoke" triggers being interpreted as "create-entity" triggers in the prototype explorer which could cause a crash. more
  • Added migration for saves with inserters that have NaN hand height or hand length.

Scripting

  • Added LuaGuiElement::swap_children().

Modding

  • Sub items are now removed from items used in hand-crafting.

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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01 Nov

Comment

This is a problem with Windows, there is information on our forum of how to solve it: https://forums.factorio.com/viewtopic.php?p=550992#p550992


31 Oct

Comment

Originally posted by oconnor663

I cratered when my run got to arcospheres. I could never figure out an elegant solution. I really enjoyed the circuitry involved in automating rocket deliveries, even though it was quite complex. But arcospheres just killed me. Did I miss some simple mathematical insight? Or was it a mistake to try to get things to work with a few dozen spheres, and I should've farmed hundreds or thousands?

I think I got about 150 for my setup to function. I guess it depend on the system really heavily, but for example every of my 2->2 machines had its own requester chest always trying to fill, so that alone was quite some buffer to start with.

A few dozen sounds quite low, that's how much I got from the first trip for collecting some spheres


28 Oct

Post

Bugfixes

  • Added migration for saves with particles that have NaN movement vector.

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

External link →

27 Oct

Post

Bugfixes

  • Fixed that setting the scale parameter to zero in a spidertron leg definition would cause a "double value not in range for fixed point number" error. more
  • Fixed crash when destroying a vehicle on the same frame a tooltip is created for the vehicle's weapon and ammo bar. more
  • Fixed that building an entity over other forces' ghosts and undoing would transfer ownership of those ghosts to the undoer's force.
  • F...
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26 Oct

Comment

Originally posted by modernkennnern

These Multiplayer-related changes tho :o

Time to up packet rate to 1000. Gotta have the most up-to-date tick 🤔

You're the one they warned us about

Post

Changes

  • Reduced multiplayer latency on very good connections by up to 66ms(4 ticks). more
  • Changed multiplayer latency calculation to be smoother. This should reduce multiplayer stutter on bad connections.
  • Changed default network send rate from 30 to 60 packets per second and added an option to configure the rate in server-settings.json.

Bugfixes

  • Add a 70% damage bonus to discharge defenses with Energy Weapons Damage 6 and 7. more
  • Fix...
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13 Oct

Comment

I just treated it as a separate closed environment. I've put it into it's own logistic network, and then figured out very basic logic to determine when should it try to use which recipe, based on some min/max that it should try to keep. As others said, a display showing the current balance is insanely helpful.

Once some minimum in the logistic network, only then I allowed it to output that arcosphere to the main logistic network. That way I'd never get into a deadlock where it'd just run out of a type.


11 Oct

Post

Bugfixes

  • Fixed an API error when checking for updates for a large number of mods. more
  • Fixed that inserters wouldn't remove burnt result items from assembling machine recipes with no item outputs. more
  • Fixed vehicle weapon slots GUI not highlighting with the corresponding ammo slot when selected
  • Fixed tank cannon weapon showing a "1" in the vehicle weapon slots GUI
  • Fixed that entities not containing certain collision masks would never collide with tiles. more
  • Fixed a crash when opening the tutorials GUI through Lua command. more
  • Rocket silo no longer drains more energy at night. more
  • Fix tank cannon showing smaller range than the cannon shells. ...
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