Factorio

Factorio Dev Tracker




14 Jan

Post

Bugfixes

  • Fixed a false positive in a blueprint related consistency checks. more

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 →
Comment

Originally posted by jdgordon

Is it possible to make the belt locking thing allow you to build perpendicular to the belt direction??

Example: belt is in hand pin the north direction, I want to build east/west across multiple lanes, but each lane pointing north.

Not possible with the belt line locking. That is the price paid for it (and the smart belt building), that is why it is an option, as some people might prefer free building.

Comment

Originally posted by Khornar

Automatic underground belt placement when obstacle is encountered.

Does it works for underground pipes?

No, it doesn't maybe some day it could :)

Comment

Originally posted by [deleted]

Heads up: the Linux version seems to be broken. Can't start or load vanilla games, game just crashes. Not sure if it's only on my system though!

edit: I'm not the only one

It is not related only to linux, hotfix is on the way!

Post

Minor Features

  • Tooltip for empty ammo, gun and module slots that show all possible items that can be inserted into it.
  • Added smart belt dragging option that unlocks 2 fundamental features for belt building and is enabled by default: 1) Rotating while belt dragging can be used to build belt segments faster. 2) Automatic underground belt placement when obstacle is encountered.

Changes

  • Extended locking for building in line for underground belts/pipes. more

Bugfixes

  • Fixed that E to confirm didn't work correctly with mod changelog GUIs. ...
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13 Jan

Comment

WTF it's actually not a joke XD LOL.


12 Jan

Comment

Originally posted by doc_shades

well yeah i mean that's the internet in general, right? when i was a kid i was king shit of the neighborhood because nobody was better at me at goldeneye or poker. my friends were king shits at baseball or skateboarding or whatever they were in to. but then the internet shows up and it takes that veil off and you realize just how mediocre you really are. not only are people out there better than you, but there are thousands of people out there who are better than you.

but hey, we persevere. just remember --- you are mediocre at everything you do so you might as well enjoy it!

I can remember very clearly the confusion when I, the best Starcraft player in my circle entered battlenet for the first time and tried to show my superiority :)

Comment

Originally posted by becks0815

Which is strange. These projectiles can only be generated by firing an explosive shell using a cannon, and I have zero cannons built.

Found the history. It shows base 1.1.8, RampantArsenal 1.0.2 and RealisticFusionWeaponry as the only and last 3 Mods accessing it.

I will look into Rampart first

Projectiles can be creates by scripts directly, using surface.create_entity{}

Comment

Originally posted by becks0815

The entity listed when running the print command is explosive-cannon-projectile. Makes no sense, these are shells I produce somewhere in a factory, and I am sure the projectile type just ends on the list as last item by accident, and the rest is supressed.

Thats not how it works, the print is correct, some mod is creating lots of artillery projectiles somewhere

Comment

Originally posted by [deleted]

[deleted]

The output has some spam prevention, if the name is the same it will only print it once, instead of 3409 times

What is the random entity name? You can look it up in the prototype browser (CTRL + SHIFT + E in game), and 'Prototype history' should show which mods have added/touched the prototype.

Comment

Probably a mod making them and not destroying them when their time is up.

You can print their name with game.print(entity.name) and try to see which mod it might be


11 Jan

Comment

Originally posted by maxtimbo

I wonder what u/V453000 feels about all this...

All of my railway networks looked like I was pooping when building them. Legit.


07 Jan

Post

Gui

  • New trains overview GUI.

Bugfixes

  • Fixed crash when dragging electric pole ghosts into fog of war. more
  • Fixed rotation of belts being built by dragging by making it possible to build continous belts. more
  • Fixed various issues related to blueprints with only trains. ...
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Post

Changes

  • Changed wire drawing to always have the same opacity regardless of ghost/electric poles being connected.
  • More specific error message when a blueprint cannot be flipped.
  • More specific message when copy pasting spidertron with equipment grid.
  • Color differentiation for robot overview on the map (yellow = construction, white = logistics, cyan = mobile, green = personal).
  • When dragging electric pole, the next pole is built once the max distance was reached instead of when it was exceeded.

Bugfixes

  • Fixed that blueprints containing offshore pumps couldn't be flipped. more
  • Fixed spidertron leg could get permanently stuck when many ghost...
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05 Jan

Comment

Originally posted by JimboTCB

Power is one of the things that always catches me as there's no obvious visual indication when you're running on low power (as opposed to completely disconnected), you just kind of notice all your production lines aren't as backed up as they ought to be and then figure it out.

There is low power status in the gui (and tooltip) of every electric entity in 1.1 (which is still experimental), also there is tip&trick about that, so once 1.1 becomes stable it should happen less often.


03 Jan

Comment

Originally posted by GeneralGguy

The whole dynamic changes in space and I’ve been loving every second of it lol. But yes definitely intense haha

Oh space is definitely awesome, it's just that I was so intimidated by the length of the mod that I rather built quite boring rows of machines, and as a result not much spaghet happened.

This on the other end, is awesome.

Comment

Originally posted by fatpandana

Sciences in SE are very expensive at start. However, most of the cost revolves around moving to orbit/space. For example it cost around 60-80 'resources' to move one stack into orbit in early space, however the cost shrinks drastically as you unlock more technologies to even possibly 'free, just oil' (and maybe a lot of UPS) using spaceships. Overall the sciences are actually same or cheaper than ground counterparts (yellow/purple packs) in terms of cost once you make significant data from multiple insight. Deep Science is another story.

Naquium is still in middle stage of testing ground. By the completion things should be different. Hopefully like how in version 0.4.35 (october 23/2020) science yield got increased almost 2 to 4 fold for 4 science schools. Though I think you started after this patch. Basically there will be at least two more tools to move resources across surfaces, Elevator and Train beaming.

For victory ship, the balancing is that it is possible ...

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Oh yeah the science recipes got updated, I remember :) I started somewhere late September I think.

Yes, I did struggle the most with rocket costs, conversely blank data card costs, as those (I think?) took the most resources (esp when I was doing barrels). If I played again I'd definitely go for Astro science first to cut down these costs asap, I totally didn't expect it to get this much cheaper - basically I didn't expect the alternate recipes, and saw that getting good % out of rocket reusability will need a LOT of science which was unthinkable to me at that point.

Naquium was nuts. :D I think I could have solved it more efficiently by something like trying to make the teleporter chests directly from my naq mining to nauvis surface, but I just don't like the idea of teleporting and obsoleting logistics at all.

3000 integrity ship is very hard to imagine for me, I've already used storage tanks and fitting into 4000 was quite close. Maybe I could have used ...

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02 Jan

Comment

Its pretty easy, you can do something like this using a console command:

/c local string = "Index, X, Y" for k, spawner in pairs (game.surfaces[1].find_entities_filtered{type = "unit-spawner"}) do string = string.."\n"..k..", "..spawner.position.x..", "..spawner.position.y end game.write_file("positions.csv", string)

It will output a "positions.csv" in the script-output directory


01 Jan

Comment

Originally posted by Victuz

I'd recommend taking it just as inspiration and making your own version out of it.

Definitely the intention here. I'm not particularly good with circuits, so my intention is to look up how you do things and figure out how it works.

Admittedly my solution isn't by far the cleanest in that regard, hopefully you can read some things from it. :) Good luck!