Factorio

Factorio Dev Tracker




16 Jun

Post

Bugfixes

  • Fixed multiple issues related to placing blueprints with electric poles near other electric poles or ghost thereof. more
  • Fixed a lighting issue with QCK Prism mousepads. more
  • Fixed recipe notifications when a recipe is hidden from hand crafting. ...
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24 May

Post

Scripting

  • Added LuaEntityPrototype::air_resistance read.

Bugfixes

  • Fixed black border in spidertron technology icon. more
  • Fixed that having non standard UI scale would render screen white. more
  • Fixed that train could get stuck in destination_full state with available goals when a train stop was built next to ghost rail. ...
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17 May

Comment

Originally posted by sankang2004

I miss the "Distance walked" so much. Is there a mod for that?

Distance walked was never actually in the game, the image is a mockup


13 May


05 May

Comment

Originally posted by NaturalNaturist

I agree they have done a wonderful job, but I wouldn't idealize them at all. Haven't you read their opinions when someone dares to play the game in slightly different ways than they intented to? Even though it is by far the most mod-friendly game I've ever played, some members of their staff are truly short sighted and obnoxious.

I'm curious what do you mean by that, the fact that we tried to do some balancing along the way? It's a game, with some rules, and of course some kinds of playstyles provoke the kind of thought process we believe is more interesting, and leads to more fun, so we do balance changes.

Other than that, we never really "disabled" / "removed" any kind of "inferior play style", have we?

Comment

Originally posted by Jaxck

Sure. However I would much rather have a conversation with a Paradox dev than a Factorio dev. Factorio dev’s are f**king assholes.

Why? :(


03 May

Comment

Originally posted by doc_shades

is there an example/comparison of the new technology icon graphics?

There's a lot of them so it's not so easy to make a complete preview/comparison :) Best just see it in game I guess.

Post

Graphics

  • Reworked all technology icons, and provided higher resolutions used by high GUI scale.
  • Changed item icons for armors, to match the progression and tech icons better.

Changes

  • Armor stages on the player character show as 1st with Light armor, and as 2nd with Modular armor.

Bugfixes

  • Roboport normal resolution graphics have been updated to be a downscale from the high resolution graphics. more
  • Fixed cut-tool showing distinct selection color when holding shift. ...
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01 May

Comment

A lot of the things have internal names we called them during development, and a some stayed. :)


27 Apr


20 Apr

Comment

Originally posted by Mkoll666

I started playing warptorio and modded along the way but it got to the point that the loadtimes and performance is terrible (okay trechnically its only 10gb ram usage the rest is wndows). and I wonder how to trouble shoot it.6600k + 980ti + 16ram +ssd

posted everything that might be helpful, I tried deactivating all mods etc but this did nothing with loadtimes or ram usage. I think all of that happend after an update, so maybe something in my config needs adjustment? (tried to delete it and let it autodownload again)

Edit: I left my homeplanet and loading takes like 5 seconds now and the save game is back at 7mb of size, I have everything else running as well with the atlas file etc and my game never ran this smooth ty very much all

In the config.ini, you can turn on atlas cache and mod data cache, which should speed up subsequent game loads


18 Apr

Comment

Originally posted by weirdboys

Units don't collide with each other in Factorio, unfortunately. I also wish to see the wonky pathing tbh.

You can make them collide with eachother by setting the collision mask in the prototype


17 Apr

Comment

Originally posted by Klonan

Ah recorded the whole thing with decoratives turned off

Came here to say this (:


16 Apr

Comment

Ah recorded the whole thing with decoratives turned off


14 Apr

Post

Bugfixes

  • Fixed color blending with a fully transparent color would produce slightly darker original color. more
  • Fixed that clicking gps tags in chat would also trigger chart drag causing chart to be not centered on gps tag. more
  • Fixed market gui would show wrong numbers when an offer has the same item multiple times. ...
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13 Apr

Comment

Originally posted by paco7748

I have hundreds of blueprints and some of them are very large and sometimes I find a bug in my blueprint. For example: wrong value in constant combinator. Or missing rail chain signal. Or misspelled station name, etc. To fix this bug you need to put out your entire blueprint, fix bug, then create new blueprint, name it same way as old one, assign same icons, don't forget to include trains if needed, set up snapped grid size/grid position (need to remember those values) and then delete your old blueprint. This is ok 1 or 2 times, but after dozen times the overhead becomes annoying. It would be much easier to edit existing blueprint than creating a new one.

ah okay. yes, if your main issue is on editing BPs I feel your pain points. I thought you meant creating them was extremely inconvenient but you were actually referring to editing them.

I too wish /u/v453000 would update his ...

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I've mentioned a bunch of times, but yes, there are big reasons.

Most importantly, scripts can't write in to BP library. The version of my mod was using blueprints in inventory, which is very inconvenient nowadays. There's some more stuff, but this was the biggest one I think.

Post

Bugfixes

  • Fixed various issues related to how chat tags are open. more
  • Fixed that replays would break after winning the game. more
  • Fixed that listbox would loose focus when clicking on other widgets that can't be focused anyway.
  • Fixed GUI crash when furnaces would select recipes that have more products than it's output inventory size. ...
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11 Apr

Comment

This looks so cool.

Comment

Originally posted by VIIbrid

Just been using the in-game sprites. Prioritizing the one we see most: the in-game functioning inserter.

There's a slightly different version seen when destroyed, with alt views for the green inserter. There's also 2 instances of one smaller stylized one, likely to make it more appealing for small icons, but is completely different.

yes :)