Bugfixes
- Fixed trees and stones would block placement of wall ghosts. more
- Fixed interaction with entities from zoomed-to-world view in editor. more
- Fixed spidertrons with burner energy sources didn't interact with auto-trash correctly. ...
What can be done to fix this ?
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I was considering to do this many times, exactly for this reason.
But each time I tried I came to the same conclusion that whenever rails have junctions it's not really better.
Also, not having perfect or convenient numbers generally leads to more variety in solutions.
Oh... oh god.
Well... do you at least have all achievements?
But no wonder the game is so good, often times (in non-indie studios I guess) the people who create the game are not the people who play the game. At least it feels very much like that.
Comparing that to you guys I remember some (a lot of) dev logs where you were like "so I tried this and that and... well something was missing so we just added it".
You are awesome and we appreciate that very much and that can't be said often enough.
Yeah, achievements aren't hard to get. :)
Yeah we play a lot, sometimes the most difficult part is to prevent yourself from making changes that fix your specific factory XD
when you are doing the polish, you could look into the LTN monitor mod. It shows the full inventory of all the stations in the netwerk, but also requests, trains underway etc. Its practially required to debug LTN problems, and would be a good way to approach the logistic networks.
I didn't quite confirm we'll do it, I Just admitted that it's a gui that didn't get much love.
Never say never though! :)
have simply played the game a lot
Assuming you know the number (maybe via Steam): How many hours?
Oh god why do you have to ask such questions XD
I'm not sure, obviously I have some hour on steam, but sometimes I just opened the steam version in the morning to check how is something in the official release, and forgot to close it for an entire day, while dev versions have no time tracking like that. I could try to add the combined playtime from all the saves but that would be a lot of work and I don't even have all of the savegames either.
My steam has 3000 hours, and I bet the idle opened Steam version hours are much less than the time I played on dev versions, so likely a lot more than that. I suppose 4-5000+ isn't impossible but sounds absolutely mental.
A lot, lot, a loooooot of playing and iteration. For every major release we've had a playtesting session, but some of us (mainly me and kovarex) have simply played the game a lot. Not non-stop of course :)
We've made so many little tweaks step by step, while occasionally taking a little bit of a bigger leap in some of the major versions.
Probably the most impactful balancing has been done around science packs, those were changed several times over the years of development, almost every major version had a bit different science packs, with 0.15 https://www.factorio.com/blog/post/fff-159 removing the alien science packs and introducing purple/yellow/military/space science packs, and in 0.17 https://www.factorio.com/blog/post/fff-275 they got changed to pretty much the state they are in now (except solid fuel x sulfur in chemical science packs).
For...
Read moreDoes he get bonus points for devotion? :)
I don't follow this day to day, but seeing a recap once per month is really interesting. Thank you for this.
Comment by a dev-alt? 😜
4.4 years of playtime per resolved bug report
Are we winning?
That GUI always felt like a debug menu at best, all cells are numbered, with no way of knowing which is which, the list is only two wide in a game with items that can fill the list at least three times, etc etc.
I hope it gets an upgrade, a neat map with coverage like the trains, more comprehensive listing of items, stuff like that. I'm not sure how viable, but graphing like the production graph would also be super handy per cell.
Sounds perfect to ... debug your factory! Huehuehue
I'll see myself out.
Yes, it could use more polish :)
In the tips and tricks, some tips have a "green play" icon in the index on the left, or a "Play tutorial" button at the bottom right, when you select the tip
Ok I haven't seen a build with direct insertion via beacons yet XD I knew inserters can do that but I never thought to use it for that.
WTF. XD
Beautiful
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 →DJ SpiDeRTr0N!
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at ...
Read more External link →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 →