Factorio

Factorio Dev Tracker




15 Feb

Post

Optimizations

  • Improved performance when building blueprints in multiplayer. more

Bugfixes

  • Fixed Artillery wagon and turret showing wrong tooltip title in deconstruction planner. more
  • Fixed control setting buttons wouldn't have a tooltip when they started without a set value. ...
Read more External link →
Comment

This is great.


14 Feb


13 Feb

Comment

Yea I should, thanks for the reminder

Comment

This should set all teams to team 1:

/c for k, team in pairs (global.pvp.config.teams) do team.team = 1 end for k, team in pairs (global.pvp.config.teams) do set_diplomacy(team) end

11 Feb

Comment

Originally posted by triffid_hunter

Guess we'll need to wait for the devs to tell us how Factorio invokes a web browser on Linux then - it should use xdg, but I guess it doesn't - unless your xdg-settings get default-url-scheme-handler says firefox rather than being empty?

Linux does this:

#ifdef LINUX
    runProcessDontWait("/usr/bin/xdg-open", {"xdg-open", location});
#endif

10 Feb


09 Feb

Comment

Originally posted by MediocreMeat

How do you even find stuff like this? Like why were you pressing that specific button combination in the menu, of all places? It's so obscure, and it's not even mentioned anywhere

It's usually tools we make for our own use, and it's not really worth it to remove them in the official releases :)

Specifically this one was added to easily view various scales of the gui.


08 Feb

Comment

Originally posted by ByrgenwerthScholar

I’m not sure that guide is current anymore.

There should be a “Render in native resolution” option under “Graphics” settings that should do what I think you’re trying to do.

This is correct, we changed this with the 0.17 graphics backend rewrite.

Comment

/c for k, force in pairs (game.forces) do force.clear_chart() end

Comment

Because the ultimate victory is finding a bug in Factorio. :)


05 Feb

Comment

Originally posted by Arctic_Chicken855

Wait... why are they hiring 3D artists for a 2D sprite-based game? Unless...

All of the 2D graphics are created from 3D models.

Post

Bugfixes

  • Fixed crash related to using belt traversing in latency state. more
  • Fixed crash triggered by desync while entities are marked for upgrade in latency state.
  • Fixed non precise belt traversing behviour in latency state.
  • Fixed a desync related to upgrading entities in the latency state.
  • Fixed upgrading unpair underground belt by smart ghost building.

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

Read more External link →
Comment

Originally posted by DNABeast

"we don't think that it will take less than a year to develop."

So, they DO think it will take more than (or equal to) a year to develop?
*pencils in 5 Feb 2022 into calendar*

I'll just mention that major releases like 0.15, 0.16 or 0.17 took us about a year each, and the expansion should probably be significantly more impressive.

Hello,
the 1.1 release is the final release of the vanilla game. It will be maintained, so bugfixes, simple modding interface additions, or minor tweaks can happen, but that's about it.


The future

So, what are we going to do? There are several possibilities. Retiring is not really an option for several reasons, not going insane being one of them. There are some smaller experiments outside the Factorio realm that we want to do, but apart from that, we still want to extend the game. There is a large pool of ideas, so all we have to do is to just pick from the most potent ones. But the question is: How to package them?

There are basically 4 options:

  • Free updates forever
  • Factorio 2
  • Small DLC packs
  • One big expansion pack

Free updates forever

A lot of games do it, notably Minecraft and Terraria. They do really well, so the model works, but I bel...

Read more

04 Feb

Post

Changes

  • Added hotkey (default O) to toggle the train overview GUI.

Bugfixes

  • Fixed that gates would open for spidertron. more
  • Fixed tank weapon cooldown rendering. more
  • Fixed that changing the force of a player or spidertron would lose logistic requests. ...
Read more External link →

03 Feb

Comment

Try to get the biggest starting area and you will get as much time as you can.

Another cool variable is the pollution attack cost multiplier. I love to drop that to 0.3 or something along those lines. You will get a LOT more biters attacking you. Be careful about dropping it too low as it can cause the pollution cost of ammo get higher than the pollution cost of biters.

Theoretically you could mess with the pollution absorption, so the tiles/trees absorb it faster. Possibly (I didn't test this), if you increase the pollution absorption 5 times, maybe dropping the pollution attack cost multiplier 5 times could result in long-term comparable results, but with about 5 times more time to prepare? I'd guess there is some obvious caveat I'm forgetting, like the pollution costs for dying trees, the values when tree stages change not being affected, or something along those lines.

If you want biters to remain capable of causing damage even in late game, increasing m...

Read more
Comment

Originally posted by AwesomeLowlander

u/kovarex, any nostalgia for the good old days?

Yes, the good old days :)


30 Jan

Comment

Originally posted by eatpraymunt

Every other building game I play I am pressing Q constantly and disappointed every time that it does nothing. :(

Well, shift + click works