Factorio

Factorio Dev Tracker




23 Jan

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...
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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. ...
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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.


16 Jan

Comment

I will actually link this topic in the changelog once its fixed!

Comment

Originally posted by bcd_is_me

Done.

Ok its fixed

Comment

Originally posted by bcd_is_me

The changelog for 1.1.9 said

Tooltip for empty ammo, gun and module slots that show all possible items that can be inserted into it.

I can't get this to work for building module slots with the full Py mod suite. I only get a tiny blurry rectangle for tooltip with nothing useful in it. Does it work in vanilla? Does anyone have it working with Py?

please make a bug report and attach a save game

Comment

This might be the stable candidate.

Post

Bugfixes

  • Fixed that player building reach limit was applied also for ghost building. more
  • Fixed crash related to building out of radar reach. more
  • Fixed build by dragging of underground belt/pipes when starting to drag on existing piece. ...
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Comment

Originally posted by aallport

Would be great to have this as a toggle in the same place as alt mode, personal roboport, etc!

Optionally with a push to disable hotkey?

Try Cntrl


14 Jan

Post

Bugfixes

  • Fixed belt dragging on the the edge of player building reach. more
  • Fixed internal electric pole connection inconsistency preventing the loading of certain saves. more

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

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Comment

You might be able to do some shenanigans by copying the file from \AppData\Roaming\Factorio\temp\ before it gets deleted.
I believe it's called mp-download.zip