Factorio

Factorio Dev Tracker




26 Jan

Comment

Just some info about the bug. We removed the restrictions completely, which was little bit too much, since it allowed you to build the blueprint on chunks that didn't have anything even generated, so the cause in this case is that the trees were created AFTER the blueprint was placed.

The new rule will be that blueprints are still limited, so you can only build on chunks that are charted, which reintroduces some kind of limitation, which indirectly also implies that they are fully generated already.


25 Jan

Post

Bugfixes

  • Fixed a crash related to tips & tricks simulations.

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 →
Post

Bugfixes

  • Limited blueprint building to charted areas - still regardless of fog of war. more
  • Fixed the ability to build belts outside placement range in situations where it shouldn't be possible. more
  • Fixed that modded rapid trains could cause consistency issues with rails. Trains faster than 7386.3km/h will be limited to that speed. ...
Read more External link →
Comment

Originally posted by matonati

This just seems a bug, i am sure they will fix soon, remember these are experimental releases

Remember to always report bugs(like OP just did) on the forums for them to get fixed, as many times we can miss even obvious ones.

Post

Bugfixes

  • Fixed possible crashes when building train wagons near train wagon ghosts that are not on rails.
  • Fixed that the search didn't work correctly in the prototypes GUI in some cases. more
  • Fixed that extra warning sound was played when upgrading underground from the exit side. more

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

Read more External link →

24 Jan

Post

Changes

  • Allowed to build blueprints anywhere regardless fog of war. Deconstruction planner, blueprint creation and related actions are still limited by the fog of war, so you can't easily make changes to the blueprint built out of fog of war, but this still feels like a better solution compared to having to use non-chart building of huge blueprints when no radar coverage is available.

Bugfixes

  • Fixed that ghost reversion orders prevented manual reversion of existing underground belt. more
  • Fixed that clicking near the train stop in a map mode with a spidertron remote with control settings that have conflicting the send click and open click opened the statio ins...
Read more External link →
Comment

Yes and install it on the school network


23 Jan

Comment

Originally posted by madcow_bg

The scripting in Factorio, about 25% of the source code, has been written in Lua.

Most of the Lua is data definitions, which is parsed and fed in to the game engine at startup. The running code is C++, only mod and scenario scripts are Lua, which is far far far less than 25% of the source code.

Comment

Originally posted by Skorpychan

But you only just updated yesterday. Did that break something, or is this just stuff that missed the deadline?

Some new bugs were reported, so we fixed them

Comment

Originally posted by Troekul

Nice.

Nice.

Post

Optimizations

  • Improved save-game speed by up to 2x depending on the save file size.

Bugfixes

  • Fixed that ghost reversion orders prevented manual reversion. more
  • Fixed application of the forced ghost mode that removes trees/rocks/cliffs in the way when ghost building. more
  • Fixed that undo didn't work for upgrade order created by ghost overbuilding.
  • Fixed extra collisi...
Read more External link →
Comment

Originally posted by Affectionate_Party_2

Also we just realized you need to transfer it to your inventory to share it to chat. There seems to be no way around this.

That sounds like a bug.

Comment

Originally posted by rain9441

Interesting comment. I didn't know people had issues with the blueprint library behavior until I saw this thread. For me it worked perfectly as is. It's very curious how different people use it differently!

I am very precise in when I copy blueprints (I only put blueprints in the shared space if I have a master copy in a save). When I play a map I just put the book in my hotbar or select from the blueprint library directly.

If I play the map for a long time and it isn't a speedrun I make sure I copy it to the saved game so I have "that version" forever in that save.

Thought id just chime in on what appears to be unpopular opinion.

It is important to have the usage of "Q" in your muscle memory, because once you do, accidents won't generally happen.

Comment

Originally posted by P0L1Z1STENS0HN

Maybe I am doing something wrong, but:

I select the blueprint from the library, and then I have the blueprint at my mouse cursor. I place it. Now I need to connect the blueprint with the main bus using belts, so instinctively I select belts from my inventory.

Where is the blueprint now? Not in the library anymore. It's in my inventory.

To keep the blueprint, I have to open the library again and drop the blueprint back to its previous place.

At least I did not lose anything valuable so far because I do not overwrite any save games, so I can usually go back to a save that has a copy of the blueprint in player inventory or placed on map, and fill up my library again.

No, you just press Q, and it goes back to where you took it from. Non trivial dev time was spent on making sure that Q is pretty reliable also in these kind of situations.


22 Jan

Comment

Originally posted by TheEnemy42

It's a UK English vs. US English issue. UK English uses 's' while US uses 'z'.

Hence they use 'optimise'.

I believe UK English is taught in most schools in Europe and as such is the de facto default way of spelling in Europe.

We use 'Optimize' with a ZED

Comment

Originally posted by sjo232

I've been away from factorio for a while and looking to get back into it. Is this version update for the stable build or that beta thing you have to opt into via game properties in steam?

This is basically second stable candidate, which means, the bugs that will have to be fixed are pretty obscure and it should be quite safe to use it. I hope to get to stable next week.

Post

Minor Features

  • Decider combinator can output an Anything signal, which returns exactly one matching signal. more

Gui

  • Various small changes and fixes related to how temperatures are shown. more

Bugfixes

  • Fixed inconsistent usage of Optimisation and Optimization in the changelog and codebase. ...
Read more External link →
Comment

Originally posted by dmf81

No, many of the parts require assembler 2. Assembler 1 is limited to 2 inputs.

Assembler 1 is limited to 2 inputs.

Not since 0.17.0


17 Jan

Comment

Originally posted by DerDeineAkteKennt

Well isn't the spidertron technically a fish Amor? (has fish in Recipe)

Checkmate right there.

Comment

But why do you ever need to transfer them into your inventory?
There was a serious thought about not even allowing blueprints in the inventory, as it is not needed for anything, the only reason it stayd was, that you can put them in a chest or a on a belt, and it can be used by some blueprinting mod. Other than that, there is no reason to do it ever.

Just build directly from the blueprint library, either by directly selecting form it, or by linking it to your quickbar.