Factorio

Factorio Dev Tracker




10 Dec

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%.


31 Oct

Comment

Originally posted by T0biasCZE

dumb question, why was it even removed?

It's not that it was removed. The current implementation does not take into account this setting(which doesn't even exist), so the current behavior is how mouse and keyboard behave without special handling.

Comment

Originally posted by nicholasjfury

Do I need switch online for lan play?

no

Comment

Thanks for the feedback, I'll look into it.
One of the reasons for that implementation is the lack of buttons. Using stick up for throttle and stick left/right for steering doesn't work. Ideally I will need to use the shoulder buttons for brake/accelerate, but they are used in many interactions.

Comment

I left limited support in the game. I plan to later add a proper "mouse and keyboard mode" so you can play just like on PC.

Comment

Another tip is to install the game on the internal memory, if your SD card is slow. The expected loading time from internal memory, on the second and later runs, is ~75 seconds. If you are getting this, your SD card is fine, if you are getting longer times, your SD card might be slow.

Comment

Thanks! I'm happy you like it.

Comment

Originally posted by akapulko53

I do not see Ukrainian language support, although we have translated everything to Crowdin....

It should be included in 1.1.71, sorry the delay. Thanks for the translation.

Comment

Originally posted by truckerheist

Any idea when the Switch will get the latest stable version now that 1.1.70 was marked as stable?

I already started the patch submission process last week. I'm not sure, but I'm hoping by the end of this week it will be out.

Comment

Originally posted by PerfectChaosOne

Is this version the same as steam? Are there still scenarios and achievements? At least in game

It's the same version, no limitations. Only thing missing is mod support. And you won't be able to build very big bases without performance drops; you can launch a rocket with no performance issues, so you can experience the full content of the game.