Factorio

Factorio Dev Tracker




18 Nov

Comment

Originally posted by teufler80

Im kinda baffled how exited people get for the like 5th re-release of classic (First release, 2019 release, SoM, SoD, HC und now 2024 release)
Wish you guys fun tho

If I played SOD, or the others, I wouldn't be, but since I played in 2019 just a small while and not further than one onyxia raid, and didn't have the chance to to do main tank, or a proper guild, I kind of want to try more. I have a friend who continued from 2019 to this year, and I understand he doesn't have an itch to play.

Comment

Originally posted by Shinhan

Wube are ambitious, but I hope they are not so ambitious as to try making a MMORPG.

You don't need it to be online for it to be masive :) So maybe MRPG?

Comment

I also tried to install the AI voicover addon, and it seems to work just great. It apparently continues talking even when you accept/complete quest etc. so you can click the button, and just listen to the text/storry while walking some other place, pretty cool

Comment

Originally posted by HyperionSunset

WoW takes what, 10-20 years to finish? My current quality module line might be close to filled by then...

It depends, this is classic, and for some weeks not even the raids will be opened, and then it will be opening one by one, so it shouldn't get too crazy time wise, as long as you pick just one char.

Post

You might or might not know, that on 21. the world of warcraft starts new fresh classic servers. And I want to participate. This time, I wanted to try to make a guild, and maybe there are some other Factorio people who wanted to join.

I hope I wont get too many mesages in the tone on "you should be repairing bugs, how do you dare to play a game", I hope you understand that all work and no play makes Jack a dull boy.

I also wanted to state, that apart finishing the space age, I'm already thinking about a different game we might want to do after this, and it is in a way related to World of warcraft, but not too closely, maybe the similar way Factorio is related to Minecraft. So it might be a good opportunity to research and discuss some of the ideas we might put in later on.

Edit: I made a discord channel for this: ...

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Comment

We wanted to do that originally, but somehow it was voted out as "too much", and to keep the ability to have blueprints as items for some corner case usage (like mods using them as items and such).

Also, I remember twinsen hating the idea, that pressing "Q" to clear cursor on newly created blueprint would just throw it into your my boupelrints into your library.


15 Nov

Post

Minor Features

  • Added debug option 'always-show-lightning-protection'.

Changes

  • [space-age] Changed captive biter spawner to inherit quality from the wild spawner instead of the capture robot. more
  • Spidertron selections saved into the quickbar will be darkened with a planet icon in the top when the selection leads to a different planet than the current one.

Bugfixes

  • Fixed mining fulgoran lightning rods would not show yield. more
  • Fixed blueprint external wires were not added when pasting blueprint over existing entities. ...
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Post
    Hrusa on News - Thread - Direct

Howdy,
this week we will be diving deep into the workings of cargo pods and their seamless flight animations. Most of you playing the expansion have probably already seen them in game. The positive reception makes us very happy.

Mp4 playback not supported on your device. Ascending to platform in orbit above Nauvis.


Visual design

The initial draft of a pod being released from a set of claws came from Earendel. You can see that the essence of it has remained relatively unchanged throughout development. In the very first version, the player needed to insert a capsule item into the rocket to travel. It got scrapped, because it was just pointless busywork. However that item was one of the ingredients of mech armor, hence the visual similarity. Following the draft, Jerzy modeled a 3D version of the claw rocket and pod.

Then the branch lay dormant for a long time until core gameplay coding was finished...

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14 Nov

Post

Changes

  • Allowed negative multiplier of logistic (and constant combinator) groups. more
  • Updated shortcut icons and increased their size to 56px.
  • [space-age] Container sizes increase with quality.
  • Reviving container ghosts no longer puts colliding items on the ground into the resulting container.
  • Loading game for hosting now automatically offers the dialog whether the mods should be synced before continuing (as with normal game load).
  • [space-age] Bulk inserter doesn't default upgrade to Stack inserter as they are not funct...
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12 Nov

Post

Changes

  • [space-age] Gleba evolution is smoother and more gradual.
  • [space-age] Small stomper pentapod moves more slowly (also decreases stomp DPS).
  • [space-age] Stomper pentapod vision range is reduced from 40 to 30.
  • [space-age] Medium and big wriggler pentapod health is increased.
  • [space-age] Streamlined quality selector to use separate buttons for each quality instead of a drop-down.
  • [space-age] Changed crafting machines to reset quality of the in-progress result when module effects change. more
  • Added ins...
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08 Nov

Post

Minor Features

  • Search is now case and accent insensitive for all official languages.

Changes

  • [space-age] Changed tree seed default import location to Nauvis. more
  • Fluid mixing will prefer the fluid with more volume and discard the other.
  • Updated SDL to version 2.30.9.

Bugfixes

  • Fixed a freeze when setting logistic/construction robots to active=false through script. more
  • Fixed that LuaEntity::vehicle did not work correctly for characters controlled by a player. ...
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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.

... Read more

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?