Factorio

Factorio Dev Tracker




13 Sep

Comment

Originally posted by TheSkiGeek

And then after that they said they would (IIRC) "never" port the game to anything that wasn't x86.

We are many developers and we don't always agree with each-other :P

Comment

Originally posted by Terrorsaurus

The only reason it's completely doable on Steam Deck is because the trackpads. I'm REALLY curious what the Switch control layout is going to look like. This is pretty exciting, and I'm glad that official controller support is being worked on. My initial guess as to how they'll pull it off is by combining buttons into larger submenus. For example, holding RB would bring up a radial menu with things like copy/paste/etc. Going to be real interesting to see their solutions.

Pretty much spot on. Holding RB will bring up a radial menu that has quickbar items, tools(copy, paste, new blueprint book) and panels(trains, blueprint library, tips and tricks)

Comment

Originally posted by Swarley_74

Waiting 1 year the expansion without any news and see that .. my heart is broken....

To put this a little more into perspective, there's been pretty much 1 person working on the switch, while the rest of the team is working on the expansion. Don't take them as mutually exclusive. :)

Post

For the past one and a half years I've been working on a secret Factorio project. Today we are finally revealing it.
As announced during Nintendo Direct, Factorio is coming to Nintendo Switch! It's already in the final stages and the global release date is set for 28th October 2022.

Here is what to expect:

  • All of the game's content will be available. The gameplay is not simplified and there are no artificial limits.
  • There will be no mod support.
  • Multiplayer will be available, including playing cross-platform. Nintendo Switch Online is required for online play, but not required for LAN games.
  • Save files are compatible between all platforms. There will be no save transfer feature at launch, but you can transfer your saves using multiplayer.

Performance

On...

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12 Sep

Post

Graphics

  • Updated transport belt icons.

Bugfixes

  • Fixed unregistering multiple events at once would not clear event filters. more
  • Fixed inactive mining drill playing its working sound for a moment when panning over it. more
  • Fixed a crash when pressing Alt+F4 or clicking the X button when in sound settings. ...
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10 Sep

Comment

Splitter no contest Splitter wins splitter is the winner the winner is splitter


22 Aug

Post

Bugfixes

  • Fixed LuaControl::enable/disable_flashlight when LuaPlayer points at a player with CharacterController. more
  • Fixed incorrect fluid arrows on chemical plants, pumpjacks and oil refineries more

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

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20 Aug


19 Aug

Post

Minor Features

  • Added support for SRV records on Linux and MacOS.

Changes

  • Updated the --audio-driver command line option description for Windows, and added the option for Linux and Mac.
  • Storage tanks can now show fluid connection info.

Scripting

  • Added LuaEntity::stop_spider().

Modding

  • Added FluidBox::hide_connection_info. When true the blue fluid connection arrows will not be drawn.

Bugfixes

  • Fixed a crash related to multiplayer latency and modded selection tools. more
  • Fixed an inserter activity progress being incorrect for certain orientations.
  • Fixed a sound ins...
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Comment

test release please ignore

Post

Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

External link →

05 Aug

Post

Bugfixes

  • Fixed a crash related to audio. more
  • Fixed that it was possible to provide invalid path_resolution_modifier value to LuaSurface::request_path. more
  • Fixed double click interaction with number input. more
  • Fixed teleporting spidertrons across surfaces while also changing their position. ...
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02 Aug

Post

Bugfixes

  • Fixed a desync when using LuaGameScript::get_train_stops when there are multiple stops found.
  • Fixed a crash related to transport belts and item entities. more
  • Fixed linked container content was cleared when entity dies leaving a ghost. more
  • Fixed linked container content was cleared when fast-replacing through script. more
  • Fixed locomotives on curved rails would not snap to train stops. ...
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30 Jul

Comment

Originally posted by sbarbary

https://forums.factorio.com/viewtopic.php?f=7&t=103019&p=571417#p571417

I have done as you ask pls can somebody download the save and then post something so I know and can get rid of it from dropbox.

Thanks, I have reuploaded it to our google drive, so you can remove it from your dropbox


28 Jul

Comment

Originally posted by sbarbary

I said I was going to in the original post but I don't need to it's already been reported

https://forums.factorio.com/viewtopic.php?p=437898#p437898

Assuming it's the same bug.

Posting the save is still useful for us, so we know how common the occurrence is, and we can haves up to date saves to testing

Comment

Can you make a bug report on our forum, and attach the savegame?

Post

Changes

  • Added PulseAudio driver for the SDL audio backend.
  • Added Wayland driver for the SDL video backend.

Bugfixes

  • Fixed a crash when trying to draw a wire connected linked container in a blueprint. more
  • Fixed linked containers with filters would not preserve filters while there are no containers placed. more
  • Fixed a crash when using SDL audio backe...
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26 Jul

Post

Minor Features

  • Added support for SRV records on Windows.

Changes

  • Integrated SDL_Mixer for audio mixing, which is now the default mixer.

Bugfixes

  • Fixed a desync when canceling deconstruction of cliffs when a robot has already thrown the explosive. more
  • Fixed startup mod settings would show as being able to be reset while the game is running. more
  • Fixed an issu...
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30 Jun

Comment

Originally posted by thaepickang23000000

There's a vanilla entity called "hidden electric energy interface" or something like that, it has the texture of a solar panel (or invisible?) but functions like an electric energy interface. You can see it in the "unsorted" entities section of the editor. Surprised nobody has mentioned this

Heh you know our secrets