Factorio

Factorio Dev Tracker




16 Feb


14 Feb

Comment

Originally posted by macrofinite

They did an amazing job at keeping it secret for the 1.0 release too. We basically heard absolutely nothing about it for something like 4 years and then BAM it’s in the game. The vast majority of early access players weren’t even around in .12 at that point so many (myself included) had never even heard about it until it was released.

And what a helluva thing it is.

History lesson alert:

We didn't really keep it "secret". The reality was, that we simply didn't know how to make use of the vehicle. Sure it was very cool, but this example you see was literally just a vehicle. Naturally it would be unlocked quite late in the game, at which point you already have power armor mk2 with which you can move super fast. The problem was, that the spider vehicle couldn't really match that speed, as the legs would just start looking too silly. And there you go, suddenly you'd unlock something that'd be slower, which almost inherently means it'd be worse.

As a result, we didn't keep it secret, we simply weren't trying to engage in discussions about it to try to avoid people being excited about it because we didn't see the path forward with it.

Only very late into 0.18, about 2-3 months before the release of 1.0, we've been thinking if this is it for the release, or if there is any way to add something. The only real idea was the spide...

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27 Jan

Comment

Originally posted by FirstOrderKylo

I’m fully aware inflation exists, it’s a fairly basic concept.

I don’t believe however retroactively applying inflation to the price of your released and finished product is the real reason you hiked the cost up.

So it is just about you not believing, and I probably can't do much about it.
Just note, that inflation is kind of a bigger deal here in Czech, as it is around double of what the dollar has, and we are just used to think about it and consider it more. I don't find it reasonable for the rate of inflation to be dictating the rate of products getting cheaper.
Also, it is not a finished product, Factorio is developed full time by the whole team, and there are quite a lot of things already fully implemented that will improve the game for everyone, not just buyers of the expansion (features), we just don't write the FFF at these days (although, several are already written, and just waiting for the right time).
The reason we don't write FFF is not that we wouldn't have what to show, we just don't want to tease people with so many cool things too long before the actual release, so there is a good intention again. I would guess, that you will choose to not believe again, but ...

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Comment

Originally posted by FirstOrderKylo

I've never seen a fully released game retroactively increase its price because of "inflation". CoD 4 should be selling for $97 now.

I've also never seen such a tone deaf reply from a developer except maybe Blizzard.

As you write inflation in quotes, I would like to ask. Are you inflation denier, and you think it doesn't exist or something?

Comment

Each distribution platform has a different method and system for changing the price, and take different lengths of time to update the price.


21 Jan

Comment

Originally posted by dougdimmadabber

This aged well!

It did, I like to see how consistent we are. Thanks!


20 Jan

Post

Good day Engineers,

Next week, on Thursday 26th January 2023, we will increase the base price of Factorio from $30 to $35.

This is an adjustment to account for the level of inflation since the Steam release in 2016.

External link →

18 Jan

Comment

Who says fish aren't intelligent already 🐟


13 Jan

Post

Bugfixes

  • Fixed a crash when trying to filter car/spider ammo slots. more
  • Fixed visual artifact in water when zoomed out.
  • Fixed 'on_entity_renamed' Lua event not including 'player_index' if copy-pasting to a train stop. more

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

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11 Jan

Post

Changes

  • Added autosave slots to "The Rest" settings gui. more

Bugfixes

  • Fixed a crash with crafting machines using burner energy sources and items that produce burnt results. more
  • Fixed that the bonus GUI could show incorrect values for modded inserter bonuses. ...
Read more External link →

07 Jan

Comment

You're right, I have this problem a lot actually, I will add it to my TODO list


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
    },
  }
}