Factorio

Factorio Dev Tracker




16 Oct

Comment

Playing the game is bad for UPS


11 Oct

Post

Minor Features

  • Added mod portal bookmarks to install mods gui

Bugfixes

  • Fixed show-player-robots debug option would render lines for characters on other surfaces. more
  • Fixed using incorrect sound settings when there is no configuration file.
  • Fixed a crash related to teleporting spider vehicles with burner energy sources between surfaces.
  • Fixed that the return value of some lualib noise functions didn't have the metatable for noise expression arithmetic. ...
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06 Oct


23 Sep

Comment

Originally posted by QSquared

Some of us took family vacations because of this, so we tried to get the most out of it

Are you seriously saying that some of your employees had to use PTO in order to be allowed to play test the game?

If so this is a huge let down to hear coming from you-all as a company.

Please tell me there is some misunderstanding here

What the post means is that we took "vacation from families", not that we were taking "days off" in order to work.

Simply put it qualified as a working week including normally being paid etc, and on top of that everybody even got wube-paid food, drinks and for people who normally work remote, even hotel accomodation.

And even more importantly, it was simply a big exciting party for us.

Our office turned into a nerdcave where most of us slept for a week, we ordered food every day, and did pretty much nothing else than play the game and sleep a little bit.

And of course, all of this was 100% voluntary and we even had the game hosted online so people who don't live in Prague could join as well.

I hope that makes it a bit more clear <3 No, we are not a gulag.

Comment

Originally posted by w4lt3rwalter

Are the undefined behaviour fixes also in the the normal version, or is it only the Nintendo/ARM version that has been made compliant with the x86 version?

This would allow for better translation/emulation on arm. As in the past running a factorio server on arm, using box64, wasn't possible as there where frequent desyncs. (of course I never reported them as this was clearly not a supported usecase.)

It's hard to keep count of exactly all the issues (just one missed commit is enough to create many desyncs), but I believe the biggest issue(double overflow) was fixed in most places in 1.1.x quite some time ago, maybe half a year.But all the fixes should be present when controller support is released in the PC version, as that's when my branch will be merged.

Even after that there's a small chance some fixes are #ifdeffed out for performance reasons.

Comment

Originally posted by frouty0

Cool stuff ! Did you manage to make your simulation deterministic with floating point numbers or do you use fixed point numbers instead ?

We use floats and doubles all over the place, they are fine as long as you use them well.

Comment

Originally posted by MyVideoConverter

The key takeaway was that the game was too long, and some parts were too boring or repetitive. Since then, we mainly focused on fixing the problems identified.

Are they going to cut content?

I wanted to reply to this with a simple "No", but meanwhile I was doing something else and the more I thought about it the more I found how much "No" is not only not true, it's also impossible and/or undesirable.

In short, no, so far we have not removed anything big, or anything we would have invested a lot of time into. Pretty much all of the time it's number changes/balancing, reworks to make mechanics work more uniquely (and that way feeling less repetitive), or adding features or QoL improvements that help solve the problem in a more convenient way(that way feeling less tedious).

While there is certainly some limit beyond which more game length is rather detrimental, having it not feel long, in other words "be fun" is extremely important.

It's also interesting to define what does "cut content" mean. Particularly, in which stage is it "cut". If it's in a state where the feature works fully, it has multiple supporting systems to make it work even better, h...

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Comment

Originally posted by [deleted]

[deleted]

So generic controller support is planned, just that like most things, it will take some time.

https://factorio.com/blog/post/factorio-on-nintendo-switch

Comment

Originally posted by [deleted]

[deleted]

As mentioned in the announcement last week, after the launch I will also work on controller support for PC and Steam Deck.

We have a long history of trying to bring Factorio to other platforms, including consoles and mobile phones (not including ...

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22 Sep

Comment

Originally posted by HuskyBlaze

The game is perfect. Thank you.

Thank you


19 Sep

Comment

I tried that when making the splitter icons originally. It sucks.

Basically, in general the bottom-right section of the icon is almost always obscured by a number, and the colourful arrows are the part by which you tell it's a splitter.

TL;DR: No, sorry!

...And what if I told you some other icon(s) have similar "issues"?


14 Sep

Comment

Originally posted by qkvb

Is this something you worked on alone? Asking because of the "I"-tone of the article. You da real MVP!

It was mostly my pet project and I was the only one working full time on it. I tried to let the rest of the team focus on the expansion and not get in the way, but others helped me out with some things, such as graphics optimizations, web backend, testing, playtesting and feedback.

Comment

Originally posted by DrBrainWillisto

Why is it not priority to get support on the deck over the switch?

Because I started the Nintendo Switch port before the Steam Deck was even announced, so first thing's first. Also it's just me working on the projects, as the rest of the team focuses on the expansion, so it takes time.


13 Sep

Comment

Originally posted by RoadsideCookie

Is this all coming in the base game as well so we can get controller support on PC/Steam Deck?

Yes, eventually.

Comment

Originally posted by abusbeepbeep

I can plug a USB keyboard into my switch. Any idea if Factorio will support that? I guess perhaps not since you would also need a mouse

Currently you can plug a keyboard(and mouse too) and map some actions to keyboard shortcuts, but you will still need a controller to play. In the future I want to implement full mouse and keyboard "mode" so you can just play with for example a wireless mouse and keyboard.

Comment

Originally posted by Shagyam

https://youtube.com/clip/UgkxRkYnQsMMruLVLKIQJKbcpbjfE4HB0G5-

Can someone tell me how this is possible? I can never get this to work when I play. I always die

I captured that footage. I can't tell you how many times I died before recording the final take.

Comment

Originally posted by Agitated-Age-3658

Why not add (USB) mouse support as well? There is at least one Switch game that has it (Game Builder Garage).

It's in my plan. Currently there is actually limited support. You can plug in a keyboard and map keys to some actions, but you still need the controller to play.

Comment

Originally posted by trollied

Interesting, allows cross platform play. Their excuse for not natively porting to Apple Silicon Macs now does not exist.

Main issue is dealing with the new toolchain, all the Apple notarization, constantly changing rules and lack of backwards compatibility. Not a huge deal but it still means we need a dedicated Mac guy.
The Nintendo Switch port only happened because I'm a fan of the console so I was ok with dedicating time to it.